CompuServe Thread

#Embossed Mesh

6 messages in this thread
#37107From: Jason E. KirtlandMar 11, 1993 4:52 PM
I'm trying to create a flat surface with an object "pressing" it's way out of it. Let's say that it's a table top, and the idea is to have a hand pushing up from underneath. I've tried using the lofter, hand on one level, quad on another, but placing all of the extra vertices in the quad is causing almost unpredictable results. Any suggestions?
#37144From: Steven LeeMar 11, 1993 10:46 PM
If you have the CD-ROM for 3D studio 2.0, there's a nice sample animation in there (mesh) that has a face "pressing" its way out of a picture on a wall. It was also in the 1992 SIGGRAPH demo tape I believe. I think it's the sort of effect you're looking for. If I understand correctly, the way "they" did that effect was to basically start with the face (or hand in your case), make a second copy, and using that copy, move the vertices around so that it's virtually flat (to get the flat picture or table in your case). Then just do a simple morph. — and it sounds so simple doesn't it? <g> — Steve
#37170From: Eli J. BoyajianMar 12, 1993 8:33 AM
Steve I think you're basically correct. When I poked around that mesh, and unhid all the stuff, there was a slew of meshes in the morph sequence. But…I believe the approach was essentially as you describe. Eli.
#37183From: Yost GroupMar 12, 1993 10:41 AM
It was done pretty much the way Steven described. A copy of the face was scaled down to a flat object, and the animation morphed from the flat object to the face. A couple of important details: 1) You must perform the scaling on the vertex rather than the object level (do it to a selection set of vertices), otherwise the second morph object will translate during the morph. 2) If you want the face to be coming from a third flat object (like a rectangle or table top) remember to assign the same smoothing groups to the table top and the morph objects to avoid a seam. 3) (I know I said there were only a couple, but…) It's a good idea to assign a texture map to all objects to help hide seams. Also, Jamie Clay, who did the animation, actually used several morph faces. He went to the trouble of editing different sections of vertices in each morph face so the effect was more realistic. – Jack
#37228From: Jason E. KirtlandMar 12, 1993 10:25 PM
>> start with the face (or hand in your case), make a second copy, and using that copy, move the vertices around so that it's virtually flat Hmmm. What I'm wondering is how you get the hand to become a flat surface on the edges. If I make a mesh of the hand, it needs to become a flat surface between the fingers, and around the perimeter. Any ideas on that? P.S. I don't have a CD-ROM drive… -Jason Kirtland.
#37261From: Steven LeeMar 13, 1993 12:23 PM
Hmm, I see your point.. What I would try to do to get things simplified a little is to make an actual flat table as well as trying to flatten out the hand. I guess this is how I would do it: 1) Make a flat table (Create/Box/etc..) 2) Make a copy of your hand 3) On one the copies, somehow get it to look as flat and as squashed as possible. This is the trickiest part of the whole animation of course. Do this by moving vertices, using 2D Scale, etc.. 4) Apply the same material and mapping coords to both hand and table. Apply same smoothing groups too. 5) Position the (flattened one) so that it's _just_ beneath the table. 6) Keyframer: Morph the hand and see what happens. I'm not sure if this will give you the desired effect but that's how I would probably start off. Anyone else have any ideas?? — Steve