#Scaling bones
11 messages in this thread
Greg,
Right now the scaling the bones does not affect the faces that bone should
influence, I checked. Is it planned for future versions? This feature can
make certain types of animations much easier – expanding and contracting
muscles, for example.
-= Andrey =-
ZIPtag * Cocaine — the thinking man's Asprin
>>
Right now the scaling the bones does not affect the faces that bone should
influence, I checked. Is it planned for future versions? This feature can
make certain types of animations much easier – expanding and contracting
muscles, for example.
<<
Andrey,
You are correct. I've discussed this with Mike many times, and as early as
Friday of last week. He agrees that it's something that would be very usefull.
Whether/When it gets implemented I don't know.
I've been busy describing and pushing them to put in a feature for creating
accurate wrapped image maps. <g> Looks like a utility to facilitate this will
be implemented in 3.3.
-GreG
>> I've been busy describing and pushing them to put in a feature for creating
accurate wrapped image maps. <g> Looks like a utility to facilitate this will
be implemented in 3.3. <<
Great! I'm having a problem with the mapping on my dragons head. I created the
head in a half (as you know by the model I sent you), but the problem is I
textured it in the half (before joining the two halves together). When I did
join the two the bump map on the other side looks awful. I used a cylindrical
map and I cant seem to figure out how the image was actually applied (where the
top and bottom meet, Etc) I created a image that was half black and half red,
but when I applied it as a color map using the exact same method I used for the
bump map it was all black. what I want to do is split my image map in half and
mirror it so it applies the same on both sides of the head. Do you have
any ideas?
BTW, I think I sent a similar message yesterday, but I can't remember (I was
on about 2 1/2 hours sleep yesterday). This one probably explains it better
anyways.
-Sam J. Bowling
>>
what I want to do is split my image map in half and mirror it so it applies the
same on both sides of the head.
<<
Sam,
Use planar mapping from the side of the object, in this case the head. Extend
the brush's Y axis far enough to encompase both sides of the head. What you'll
get is a mirroring of the map on both sides.
-GreG
>> Use planar mapping from the side of the object, in this case the head. <<
But this would cause the map to be stretched looking on the top of the head. I
want the look from the wrapped map. Maybe I should define subgroups for each
half and loch the maps to the subgroup with one scaled to -1? I'll see if this
works. Didn't Mike say somewhere a map is only loaded once, So if I use the
same one twice it will still use the same amount of memory? Maybe this is how
POV does it. I sometimes get these confused. I'll try the subgroup thing and
see if it works.
-Sam J. Bowling
>> But this would cause the map to be stretched looking on the top of the head.
Yep, if there is any "detail" on the map at the edges you'll get that stretched
look. You can always deform the head so that the top & bottom of the head is
not flat. Make this a temp state where you lock the planar image to.
Hopefully 3.3 will include the new feature for creating surface maps easily.
>>
Didn't Mike say somewhere a map is only loaded once, So if I use the same one
twice it will still use the same amount of memory?
<<
Right, thats how it works. You can use the same colormap as many times as you
like with only a few bytes of additional memory used for each additional
instance. If you then load in the same image as an ALTITUDE map, it will need
to be reloaded and occupy it's own space, as it's converted internally for bump
mapping.
-GreG
>> You can use the same colormap as many times as you like with only a few
bytes of additional memory used for each additional instance. <<
This works the same for a bump map too right?
>> You can always deform the head so that the top & bottom of the head is not
flat. Make this a temp state where you lock the planar image to. <<
I'm going to try the two subgroups first to see if I can get the exact same
look as I had on the first. If that doesn't work I'll try the planar map.
-Sam J. Bowling
>> This works the same for a bump map too right?
Sam,
I believe so. Once it's loaded it can be used over again with only a few bytes
per additional copy used.
-GreG
>> Once it's loaded it can be used over again with only a few bytes per
additional copy used. <<
Thanks GreG. Looks like impulse in working on an OS/2 version of Imagine too,
huh? At least Mike's message over in anvena seems to give that impression.
-Sam J. Bowling
>>
Looks like impulse in working on an OS/2 version of Imagine too, huh? At least
Mike's message over in anvena seems to give that impression.
<<
Must have missed that message. It's news to me!
-GreG
>> Must have missed that message. It's news to me! <<
He may just be referring to running it under windows in OS/2, but it didn't
really sound that way.
-Sam J. Bowling