CompuServe Thread

Bones Mapping question

24 messages in this thread
#185424From: Neil W. BlevinsAug 16, 1995 12:22 PM
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
#185468From: Ralph F. FrantzAug 16, 1995 3:00 PM
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
#185517From: Neil W. BlevinsAug 16, 1995 8:45 PM
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
#185635From: Ralph F. FrantzAug 17, 1995 1:34 PM
>> … 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
#185657From: Neil W. BlevinsAug 17, 1995 4:24 PM
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
#185489From: Mike KelleyAug 16, 1995 4:35 PM
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).
#185518From: Neil W. BlevinsAug 16, 1995 8:47 PM
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
#185762From: John K. JordanAug 18, 1995 12:58 AM
>>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.
#185860From: Mike KelleyAug 18, 1995 1:09 PM
See #185792
#185577From: LEE STEELAug 17, 1995 5:43 AM
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
#185633From: Paul Sanford [LVL5]Aug 17, 1995 1:27 PM
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.
#185792From: LEE STEELAug 18, 1995 6:22 AM
Hi Paul, Guess I assume too much. Of course I was refering to detaching these faces, creating an element, mapping and then re-attaching. Didn't mean to make the hair stand up on the back of your neck. Lee
#185659From: Neil W. BlevinsAug 17, 1995 4:35 PM
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
#185757From: Ernie JacksonAug 18, 1995 12:28 AM
>> 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
#185806From: Neil W. BlevinsAug 18, 1995 8:55 AM
Ya, real bummer, eh? You must be Canadian too. Thanks for the tip, see ya around… – Neil 102226,3566
#185853From: Positron PublishingAug 18, 1995 12:35 PM
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
#185893From: Mike KelleyAug 18, 1995 3:51 PM
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.
#185967From: Positron PublishingAug 19, 1995 8:58 AM
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
#185988From: Ernie JacksonAug 19, 1995 12:19 PM
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
#186022From: Positron PublishingAug 19, 1995 3:40 PM
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
#186036From: Neil W. BlevinsAug 19, 1995 4:38 PM
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
#186093From: EDWARD HARVEYAug 20, 1995 3:15 AM
<<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
#186167From: Ernie JacksonAug 20, 1995 6:02 PM
>> 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
#186191From: Aleksey PopelyukhinAug 20, 1995 10:37 PM
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