CompuServe Thread

#Metaballs MSHADE.SXP

5 messages in this thread
#174185From: James FranssenJun 7, 1995 1:21 PM
On page 25 of the Metareyes Metaballs Ver 1.0 it states that "the metaball surface mesh object should not be deformed or scaled because the normal correction information in this file will no longer correspond to the mesh object." Okay, knowing this now, what do I do if I have *already* scaled the mesh object after having created it? The mapping is behaving oddly and I think it is due to this. I cannot MSHAPE again because the original balls have been (inadvertently) deleted. Is there a way to fix this problem? Would I be able to go into the SCRIPT.MBS for the object and change parameters? The MBS file is temporary, is it deleted after each mesh is created? How would I know which mesh contains which .MBS file? Thanks for any help. -James Franssen
#174333From: Kyle J. McKisicJun 8, 1995 10:29 AM
james, if youve created the mesh object, you should not need to use mshade to get your teeth looking smooth. just meke your material like you would any other and if it's not smooth enough, tesselate it, and use SMOOTH that shipps wih bones pro (if you have it). Mshade is better used when you are using manim.axp – -Kyle
#174379From: James FranssenJun 8, 1995 12:42 PM
>> Mshade is better used when you are using manim.axp – << Thanks Kyle. Could you do me a favor and look at the .GIF I've uploaded in the ASHOWCASE library and tell me if you can see what is wrong with the texture? It has some dark areas along the sides that I can't seem to rid. Thanks. -James Franssen
#174405From: Kyle J. McKisicJun 8, 1995 2:41 PM
James, I looked at the gif and I don't really see anything wrong with it – they look like teeth 🙂 I did notice some banding in the geometry – this is a result of metaballs – it looks like you created these meshes at a very high poly count. If you have smooth, that will take care of the banding and optimize will help smooth it a bit as well. just make sure you don't use Mshade in your material for a pre-generated piece of geometry. – this is because mshade is re-calculated by metaballs each frame that the AXP creates the mesh. -Kyle
#174492From: James FranssenJun 9, 1995 12:19 AM
>> I looked at the gif and I don't really see anything wrong with it – they look like teeth 🙂 << Okay, thanks. I guess I'm just being too self-critical. It's just the coloring changes at the sides of the teeth and in the valleys of the roots. I have shading off, so these are not shadows. I've tried different maps and I still get that marble effect. Oh well. Thanks again. -James Franssen