#SKIN on a jumping box
19-Jan-95 16:36:00
Sb: #147794-#SKIN on a jumping box
Fm: M. G. BATCHELOR 71532,1214
To: Michael Bassier 100114,1717
Hi Michael,
<< I "played" with your sample project and now I have two new questions: >>
<< 1. How can I "link" a template object (like pointer) to more than one
object. As you might remember I use three boxes for my Kelloggs box. >>
Assuming you mean you have 3 MORPH TARGETS, you do it just like the sample
project illustrates: Apply Skin, Materials & Mapping to the pointer object, and
name the first morph target in the Skin dialog (bottom left I think). Maybe I'm
not understanding what you're trying to do ?
<< 2. I found the following line in the SKIN manual:
"A skinned object is limited to a single assigned material."
Is this true? Can`t believe it! I need six materials (for the six sides of the
box). >>
This is common for a Spline Surface UV-mapped texture, but is not a limitation.
Make a grid, map it to the box & adjust as necessary using the UV parameters
from the Materials Editor dialog, and render several views for reference. Then,
use that grid & rendered views in a paint program to create a single image with
the artwork for all box sides, top, & bottom. This image would look like
artwork that's printed for real packaging, before it's folded. Using a program
like Painter X/2 or 3.0, with an onion skin type feature, makes it much easier.
For further reference, see David Stinnett's text on making & using the grid,
uploaded somewhere here in the libraries.
Unless the box is going to be large on-screen, just use the box as-is (no Skin
applied), or re-loft at the desired resolution (increase path steps). Then use
the YG's Deform, PD Bones, or the new Digimation Bones. The new Digi. Bones
seems to be really nice. Wish I could afford it, but my system has priority.
BILL
p.s. – Oh, could you possibly upload whatever that project was I sent you to
the forum ? A couple of people asked, but I may never find it with this
configuration mess I've created <g>. Thanks.