CompuServe Thread

#DetachedFaces look Wrong

11 messages in this thread
#188879From: Brendan GallagherSep 3, 1995 11:04 AM
Folks, Probably painfully simple but…… When I detach faces from an object, ( a sphere for example ) and then reattach them they appear different when rendered. I was mapping an animated mouth to a block of faces on a toy plane. I applied Planar Coordinates and then reattached the section to the plane. when rendered it shows a seam. I thought it might be the smoothing groups but no such luck. Any suggestions as to what I'm missing ? allergy season has me a bit off my game… Brendan G.
#188910From: John StetzerSep 3, 1995 5:15 PM
>>Any suggestions as to what I'm missing ? Have you tried rewelding the object? (just a guess) John Stetzer JWS
#189025From: Brendan GallagherSep 4, 1995 1:42 PM
John, <<Have you tried rewelding the object? (just a guess)>> I was hoping to avoid losing the coordinates I applied to the section. I do like David's idea of rewelding the vertices individually. It's a small square section so it should'nt take too long. Thanks for the help and Enjoy your 'Labor Free' ? Labor day. <g> Brendan G.
#188960From: James Coulter[Mindscape]Sep 4, 1995 12:56 AM
The detached object is now part of its own smoothing group. To get rid of the seam, you'll need to weld the object and possibly re-assign smoothing groups. Unfortunately, welding the object will remove mapping coordinates and defeat the purpose of working on detached faces. One approach is to detach the faces in a region where the seam will not be apparent, such as along the hairline of a head. Optionally, you can use a more complex solution I've developed that only works under certain circumstances: First, you detach the selected faces, copy them, then reattach _one_ of the detached objects. Weld the object and re-assign smoothing groops (so now its back to normal). Next, duplicate the master object in-place. Assign mapping and coordinates to the two master objects independently and then attach them together. The two objects are now elements which can be hidden/unhidded independently, yet still animate as a single object. You now have the following: 1) A single master object consisting of two elements which are identical except for their mapping coords and maps. 2) An object created by the first detachment step which identifies the region we want to work with. Finally, the approach is to render the master object with alternate elements visible. Then, composite the frames of element "B" over those of element "A" by using the detached object as a matte. BTW, make sure the materials for the two elements have idential shininess properties, else the effect fails. This approach is fairly technical and bulky, so it may not suit some applications. However, it's the only method I have developed which allows me to overcome the individual mapping coords limitation. Enjoy. — James — Choreo Motion —
#189011From: David StinnettSep 4, 1995 11:58 AM
>>Unfortunately, welding the object will remove mapping coordinates and defeat the purpose of working on detached faces. If the object is not too complex, the verts can be welded -one at a time- without losing mapping coords. Mapping will only be lost if you weld -selected- verts. David, BLUR
#189028From: Brendan GallagherSep 4, 1995 1:47 PM
David, You win the 'Most helpful solution award' , just tell me where to send your complementary case of ice cold beer. Assuming I don't drink it during today's festivities. Thanks for the help and Enjoy your 'Labor Free' ? Labor day. <g> Brendan G.
#189104From: David StinnettSep 5, 1995 1:17 AM
>>and Enjoy your 'Labor Free' ? Labor day. <g> Labor free… HA! I wish. Case of beer?? Can you give me a day off instead? <g> David, BLUR
#189074From: James Coulter[Mindscape]Sep 4, 1995 9:38 PM
Ouch! One at a time! This sounds like a job for key<S>cript. Thank for the tip! — James — Choreo Motion —
#189116From: David StinnettSep 5, 1995 1:21 AM
>>This sounds like a job for key<S>cript If you write it, I'll use it. 🙂 "keysciptedly challenged", BLUR
#189026From: Brendan GallagherSep 4, 1995 1:45 PM
James, As I was reading your suggestion I had to stop and think that you must have had a real need to solve this problem at some point. I applaud your ingenuity. In this case though I think David's welding of the vertices is the way to go. Thanks for the help and Enjoy your 'Labor Free' ? Labor day. <g> Brendan G.
#189120From: James Coulter[Mindscape]Sep 5, 1995 1:35 AM
> As I was reading your suggestion I had to stop and think that you must have had a real need to solve this problem at some point. I applaud your ingenuity. < Geez, thanks! > In this case though I think David's welding of the vertices is the way to go. < Very true, David's technique is very useful. My solution is best suited for situations when you don't feel like welding a thousand verts by hand, or when you need to make serveral adjustments. Once the matts are created, you can quickly create variations by just render/object and then recompositing. — James — Choreo Motion —