CompuServe Thread

#Scaling bones

11 messages in this thread
#11106From: Andrey ZmievskiyMay 1, 1995 12:52 AM
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
#11108From: GreG tsadilasMay 1, 1995 2:12 AM
>> 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
#11125From: Sam J. BowlingMay 1, 1995 1:41 PM
>> 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
#11131From: GreG tsadilasMay 1, 1995 2:26 PM
>> 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
#11152From: Sam J. BowlingMay 1, 1995 8:57 PM
>> 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
#11157From: GreG tsadilasMay 1, 1995 9:51 PM
>> 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
#11172From: Sam J. BowlingMay 2, 1995 2:14 AM
>> 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
#11173From: GreG tsadilasMay 2, 1995 2:22 AM
>> 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
#11215From: Sam J. BowlingMay 2, 1995 3:33 PM
>> 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
#11221From: GreG tsadilasMay 2, 1995 4:13 PM
>> 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
#11322From: Sam J. BowlingMay 3, 1995 10:30 PM
>> 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