CompuServe Thread

#map/mesh alignment

10 messages in this thread
#106363From: dave aguilarJun 7, 1994 5:56 PM
Hi Jonas. Well, I downloaded WHALE.TXT, sounds like somebody put some pretty impressive work together, but there was much mention of X2 (?), Photostyler, Coreldraw and other non-3DS tools, none of which were Animator Pro or internal 3DS functions really. I have had reasonable success using the following methods (ex:planar): Either through screen capture in 3DS or SAVEIMG in ACAD, make a bitmap of the geometry. Import into Animator Pro. Paint up and place a 1-pixel boundary at the bitmap edges. Save painted bitmap, use as backgroun proxy image in Top view, make material with texture map as bitmap, possible bump map, etc… align mapping boundary icon to bitmap border. The alignment is close, but works well only for plan/profile. And again the mapping functions themselves show no "proxy" as the icon is applied to object. If a zoom takes place, all hell breaks loose on the alignment too. After reading WHALE, I take it this capability is not internal to 3DS? I've seen it in other progs, just want to make sure I'm not missing something in this vast program's abilities. -dave
#106372From: Kevin IdsoJun 7, 1994 6:51 PM
A good trick in ANI Pro for planar texture map is to use .CEL for the texture instead of GIF's. Once you paint the object from the screen capture use the CLIP(make sure key color is turned on) function and just save that part of the image as a CEL. Then once in 3DS go into the mapping and use the scale with the ALT key held down to get a perfect fit on the object.
#106439From: dave aguilarJun 8, 1994 2:50 AM
/* A good trick in ANI Pro for planar texture map is to use .CEL for the texture instead of GIF's. Once you paint the object from the screen capture use the CLIP(make sure key color is turned on) function and just save that part of the image as a CEL. */ Does this reduce the actual map size too? I think I see where you're going to.. use the CEL boundary as the icon boundary for mapping since the image would come right up to the "bounding box" edge of the icon border. I've used the scale/ALT option to align the borders… I'll try it. Thanks Kevin. BTW, did you lose any of the integrity using a CEL instead of GIF? I've experienced everything from palette changes to aspect ratio changes using cels. I use them unceasingly in ANI, but have always used GIFs for maps. -dave
#106419From: M. G. BATCHELORJun 7, 1994 11:34 PM
Dave, The X2 reference is Fractal Design Painter X2, and it's real strength in this application is in being able to load your reference grid with variable transparency, and then allowing you to paint "through" the reference to the background texture map. Map a grid onto your object, render a number of views for reference, then load your grid into Painter X2 as above and create the map using it as a translucent reference. BILL
#106440From: dave aguilarJun 8, 1994 2:50 AM
/* The X2 reference is Fractal Design Painter X2, and it's real strength in this application is in being able to load your reference grid with variable… */ Thanks for the explanation… I started looking in the 3DS manuals for X2 references… figured it had to be a separate application. Sounds pretty powerful. -dave
#106471From: Jonas Ruikis [ADESK]Jun 8, 1994 9:27 AM
Dave, << Bill's grids.. >> To see Bill's excellent work with grids and his reference to X2, search the 3D Studio section of the lib for the keyword GRID dated since 3/94. There will be 3 files. Well worth it. jonas[adesk]
#106531From: dave aguilarJun 8, 1994 3:26 PM
/* To see Bill's excellent work with grids and his reference to X2, search the 3D Studio section of the lib for the keyword GRID dated since 3/94. There will be 3 files. Well worth it. */ Thanks Jonas. Will do. -dave
#106481From: David RhotenJun 8, 1994 10:00 AM
The trick is that you assign the mapping coords to the object for the grid map, then, paint "over" (depending on the print program you may not paint "exactly" OVER the grid, but close enough) then just swap the painted map for the grid WITHOUT changing the mapping coords! This method guarantees that your painted map is correctly positioned. Dave
#106532From: dave aguilarJun 8, 1994 3:26 PM
/* The trick is that you assign the mapping coords to the object for the grid map, then, paint "over" (depending on the print program you may not paint "exactly" OVER the grid, but close enough) then just swap the painted map for the grid WITHOUT changing the mapping coords! */ Do you render the object with the grid so that you remember which is where? I seem to remember some reference of using numbers in the grid to so one remembers which box is which. -dave
#106643From: David RhotenJun 9, 1994 9:09 AM
Yeah — exactly. You render say elevations and top and bottom (heck – just render from each of the 3DS non-camera viewport options), and print these out for reference. I think Bill's got a gridded-shark in the file libs, along with the actual grid he used. You'll probably find it following Jonas' suggestion of browsing on KEY:GRID. Very ingenious! (Not to mention, introduced here by another Dave (Mr. Stinnett)!) Dave