#U/V Maps for AXP
5 messages in this thread
I designed a U/V map for SPURT and assigned a frame envelope of Start
05 Peak 20 Hold 10 End 55. Works great as long as it remains in a 60
frame animation. However, if the frame total of the animation is
changed, the U/V map responds to the total frames in the animation
rather than the FRAME ENVELOPE in the AXP. Is there a way to confine
the response of the U/V map to the FRAME ENVELOPE only, rather than
defer to the # of frames in the animation. Hope I'm missing something
here, because for flexible use of U/V maps you would have to be able
to depend on the END frame within the AXP, not the absolute frame end
of the animation. Jeffrey
Jeffery,
It's been a while since I used spurt, but I think it reads the map as
time (frames) across the horizontal, and colors the particle cycles
through on the vertical. or it could be reverse <g> but anyway . .
.my suggestion is this – if you've got a 60 frame segment in the
middle of a 300 frame animation, say, from frames 90-150 and the map
you're using is 320×240. then I think if you want those 320 pixels
across to represent 60 frames, then you could say that the total 300
frames of your animation is equeal to 1600 pixels wide. So, given
this, if you make the gradient map in yout UV image lie from 481-800
(horizontal) INSIDE your 1600 wide image, then you'll get what you
want. this is because Spurt takes the colors from a point in the map
that is proportional to what frame it's on out of your total
frames_in_your_animation. – – I think <g>
I hope this makes sense 🙂
-Kyle
Kyle, I believe what is supposed to happen in a UVmap for SPURT is that the
particles take their color from the horizontal and the trail takes it's color
from the vertical. According to the docs, the UV map is suppose to scale to the
START and END within the FRAME ENVELOPE. Well, what seems to happen is that the
UV work correctly with regard to horizontal and vertical color read, but the
map is scaling to the entire frames in the animation. That is a bummer, as it
makes mobility and functionality a major tweakaaarooo. Oh well, unless anyone
else has conquered this, I'll have to scale the map within the associated pixel
width as it relates to total frames… or, isolate the segment as a stand-alone
animation and V-Post it. While I am at it I might as well figure out a macro
for re-writing UVmaps according to scale frames. Jeffrey
Jeffery,
How are you doing?
I have found canvas size in Photo shop to be a quick and
easy way to add a specific number of pixels to any side of
a UV map.
Regards to Julio and Manny
ME
Howdy Max, been banging away at my project. Current run of 800 frames
will put me at about 2.5 min. not including fill shots and titles.
Trying to get a bit more control over explode and disintigrate.
Thanks for the tip on Photoshop. I ended up using ANi-Pro at 800×600
with a grad spread starting more or less where I need it. From now on
I'll probably just do a smaller animation to suite the specific use
of the IPAS having the total frames equal exactly what I'm after, and
then assemble. Also, note in the readme docs for EXPLODE that it has
a mind of it's own with regard to end. So if you want a nice spin and
slide on the bounce plane you have to wing it. This afternoon I'll
have to do some tests on SPIN to see if it responds totally to the
relative frames from start of EXPLODE IPAS or it too "talks" to the
number of frames in the animation, or to itself. Jeffrey p.s. I think
Julio is getting a name change. <G>