Bones Mapping question
24 messages in this thread
I have just bought Bones Pro, and have a question about mapping coordinates.
Say I have an arm and a body, each with it's own different texture and mapping.
In order to use Smooth to remove the crease where the two body parts meet, I
must perform a Boolean Union operation on the two parts, which kills the
mapping coordinates. Is there anyway to smooth between the two objects using
Smooth, without removing the mapping coordinates, or a way to assign new ones
after, one set to the arm, one to the chest, or maybe to assign them on the
basis of face orientation like in the 3d lofter. Any help is greatly
appreciated…
– Neil
102226,3566
Neil,
I don't know if this will work in your situation but… often times you
want to keep the mapping coordinates during a booleen operation so I will do
a SURFACE-MAPPING-ADJUST-ACQUIRE to bring up the mapping icon as when it was
applied to the object. Then go ahead and do the booleen. Then a
SURFACE-MAPPING-APPLY will have the mapping icon ready to re-apply the
coordinates to the mesh as it was before!
Hope this helps,
Ralph
Thanks Ralph, but I'm afraid that won't work because now I have one piece of
geometry, a arm and body, which I want to each have seperate mapping
coordinates after the smooth operation. Still, Thanks for answering. Any other
ideas, I'm still perplexed.
– Neil
102226,3566
>> … won't work because now I have one piece of
>> geometry, a arm and body, which I want to each have seperate mapping
Neil,
You'll still have to apply mapping coordinates after the booleen operation.
Examine the separate mesh objects before and make note of their mapping
coordinates. After the booleen you can re-apply mapping at the element
level (if the objects (arm and body) have been retained as elements).
Otherwise you will have to select the faces of the arm, detach those faces,
and apply mapping coordinates. You'll do this to each part that you want to
have separate mapping (rt arm, lf arm, body, etc). Then just attach them
all back together. Now you'll have one object with different mapping
coordinates ready to animate with bones!
Ralph
Thanks, now if only there were some way of smoothing the transition of the
mapping coordinates. Maybe I'll put that one in the Wish list section. See you
around…
– Neil
102226,3566
Ralph's trick won't preserve your mapping coordinates — just the ones on the
main object.
You can apply separate mapping coordinates to faces — just select the faces
and remap that way. That's what I usually do using BP and Smooth. What's
really a shame is that you lose the lofted mapping coordinates, which kind of
kills the whole idea of having lofted coordinates. I'm hoping MAX will get
around that limitation (supposed to have improved mapping).
Thanks Mike, I was afraid I'd have to do that. I was also told MAX would
probably fix this problem, so I'll see you when it comes out. Thanks for the
tip.
– Neil
102226,3566
>>You can apply separate mapping coordinates to faces —
>>just select the faces and remap that way.
PMJI, but don't you mean something like "detach the faces, join them to create
elements, then apply separate mapping coordinates to the elements"? You can
apply mapped materials on the face level but not mapping coordinates. (at least
not with my copy of 3DSr4)
Not meaning to get in your "face" here. <g>
JKJ
PS, Enhanced mapping coordinate handling is up near the top of my personal
wishlist.
See #185792
You should probably look into MeshPaint by Positron. Brent usually keeps a
fairly high profile here on the forum. I don't believe that Smooth actually
performs
a boolean operation, however it does combine the two mesh objects and this can
affect mapping. For objects with apendages and difficult mapping I will have to
stick with meshpaint for re-painting or creating a reference map that you can
bring into a paint program (Photoshop) and go wild. Then you can re-apply the
updated map. The alternative would be to apply mapping at a face level.
Perhaps this will be of some help……
Lee
Lee,
>> The alternative would be to apply mapping at a face level. <<
How would this be done? I am only aware of Mapping/Apply Object and
Mapping/Apply Element.
Paul S.
Thanks Lee, I've already tried the mapping at a face level, and it works OK. I
do want mesh paint, it will probably solve all my problems. I assume mesh paint
applies it's own mapping coordinates to a mesh based on what you've painted.
Maybe one I've got some more cash to spend…
– Neil
102226,3566
>> I do want mesh paint, it will probably solve all my problems. I assume mesh
paint applies it's own mapping coordinates to a mesh based on what you've
painted. <<
Nope. As far as I know MP uses the standard mapping coords that 3DS uses and
they must be applied before entering MP. Bummer, eh?
– ej
Ya, real bummer, eh? You must be Canadian too. Thanks for the tip, see ya
around…
– Neil
102226,3566
Ernie,
MeshPaint does indeed require mapping coordinates before an object may be
painted on. While planar, cylindrical, and spherical have occasional
limitations, the process of applying coordinates when using the Lofter can
produce remarkable results.
We are investigating the whole mapping coordinate thing right now. On the
positive side, Digimation's metaball modeler (Organix?) can generate mapping
coordinates, and my discussion with Schreiber's Metareyes programmer confirms
that he is adding it as well.
I'll report further if we take it on ourselves.
Brent
Any word on the MeshPaint upgrade? I bought my copy direct from you three or
four months ago, and understand that you have a new version available soon.
Naturally I want.
Mike,
The latest version of MeshPaint is 1.11, and can be obtained by calling or
leaving e-mail. (The cost is $25). We can also FAX you a list of the new
features.
Hope this helps.
Brent
Hi Brent,
>> We are investigating the whole mapping coordinate thing right now. On the
positive side, Digimation's metaball modeler (Organix?) can generate mapping
coordinates <<
Hmmm… Does this mean that I can make a mesh w/ OrganiX then just paint right
on it? So if I add coordinates myself that would make my life harder not
easier.
– ej
Ernie,
>>Does this mean that I can make a mesh w/ OrganiX then just paint right on it?
I believe so. You may want to post a message to Digimation as I have not tried
their software. My discussions with the programmer at Siggraph gave me that
impression.
Do you have Organix? If so, is there any mention of mapping corrdinates in the
documentation?
Brent
It's Neil, the one who started this topic a few days ago. Why can't someone
solve all our problems and make a routine that applies face mapping like in the
3d lofter to any object in the 3d editor at any point in the modelling. I know
I'd be happy. Would any other's be happy out there???
– Neil
102226,3566
<<Why can't someone solve all our problems and make a routine that applies face
mapping like in the 3d lofter to any object in the 3d editor at any point in
the modelling
Id buy it in a minute.
Ed
>> Do you have Organix? If so, is there any mention of mapping corrdinates in
the documentation? <<
After reviewing the documentation I see it sez: "The programs use internal
auto planar mapping." I'll ask Danny to explain this further.
– ej
Hi, Ernie!
PMJI.
The work is under way to give OrganiX an UNIQUE ability to have Sticky Mapping,
which will enable applied texture to behave in some "correct" way, when
metaballs are animated.
We plan to finish this work soon, and I meant soon: 7-10 days.
In teh ideal case, you apply texture properly in one frame, and then animate
your
monster, and Sticky Mapping will take care that your monster's eyes stay in
the middle of his head and nails stay on the ends of his fingers (and pants
belt
in the middle of his body) etc…
So, it may resolve your problems.
Alex, Video International