#the skinny
26 messages in this thread
The IPAS manual for skin states on pg. 14 that skinned objects ignores mapping
commands such as Surface/Mapping\Adjust\Tile but does recognise U and V scaling
fields. My question is does it recognise changes made to the U and V offset
fields. My attempts to make changes to the U and V positioning have met with
failure. What I'm trying to do is map the lines on a road that was lofted and
then skinned and I'm having trouble positioning the stripes. Any words of
advice?
Skin responds to ALL of the changes in the Materials Editor's Mapping
Parameters dialog. It does not respond to ANY command in the 3D Editor's
Surface/Mapping branch.
– G
Thanks Gary,
What I was trying to do was map stripes on a road that I had extruded and
skinned. Before skinning I was able to adjust the U and V fields for scale and
placement to center the stripes on the road after the object was skinned the
placement of the map seemed to have shifted and no amount of adjustment to the
UV placement fields seemed to have any effect. I did finaly find a solution
which was go back to the shaper and chose a different first vertex for the
road shape and extrude the road once again. The result was that the mapping was
centered on the vertex that I had specified as first. Choose First Vertex in
the shaper seems to be another way to affect map placement for extruded objects
that have been skinned.
ME
You are correct in that the First Vertex affects where the 0-point in the UV's
are.
– G
Thanks Gary.
Any hints on the use of the UV fields for skinned objects.
ME
The positional offsets change the position of the texture, the
rotational offsets change the rotation, and the scaling offsets
change the scaling. If you use a numbered grid texture map on a
sample object, it'll help you visualize what's going on.
I will give the grid method a try.
<< UV's and map placement in general.. >>
One easy way to see the affects of UV's is to do tutorial 12 on UVs..
Once this is understood, you'll appreciate the following files found
in the library where the question is "How does one make a beautiful
map and place it with accuracy?". The following techniques resulted
in an incredible video contribution in this year's SIGGRAPH reel by
David Stinnett.
=====================
File Info for WHALE.TXT
Section: Autodesk 3D Studio Contributor: 76702,531 Size: 11919
Submitted: 2/17/94 Type: Text Accesses: 542
Title: How to Make a Whale
Keys: WHALE STINNETT TEXTURE MAP MAPS MAPPING PHOTOSHOP X2 LOFT
LOFTING
Compilation of forum message threads discussing David Stinnett's use
of 3DS, Photoshop, and X2 to create his Humpback whale model.
Seriously good tips on applying textures to complex objects and
using the lofter and physical models to create organic forms.
Includes an aside on methods used to paint the ceilings of Baroque
period Italian cathedral ceilings.
(Approximate download time at 2400 bps using CIS B: 0:50)
(An ASCII file; read online, capture to a file, or download with a
protocol)
File Info for HUMPBK.ZIP
Section: Images Contributor: 70214,774 Size: 425483
Submitted: 8/14/94 Type: Binary Accesses: 59
Title: Humpback whale and calf
Keys: WHALE HUMPBACK 3DS STINNETT PHOTOREALISTIC
This is a Zip file containing an 800 x 600 Targa image of a humpback whale
swimming with her calf. This is my favorite rendering of the whales and it's
MUCH better than the original whale I uploaded a few months ago. If you liked
the first one, you'll love this one! Uploaded by David Stinnett.
File Info for VIEWS.ZIP
Section: Autodesk 3D Studio Contributor: 71532,1214 Size: 24367
Submitted: 3/29/94 Type: Binary Accesses: 64
Title: Texture Mapping Grid Views
Keys: TEXTURE MAPPING GRID VIEWS
This file contains two renderings of the first test of my shark model
with the Texture Mapping Grid applied as contained in the GRID.ZIP
file. The shark model is not finished here, but the rough fins
objects are present for reference. For reference w/r/t using
GRID.ZIP. The map "seam" is aligned along the centerline of the
underbelly. Note how the use of color in the grid and 4-patch BG
matrix helps to visualize the mapping, and allow using only LARGE
grid numbers. JPG files.
(Approximate download time at 2400 bps using CIS B: 1:21)
File Info for GRID.ZIP
Section: Autodesk 3D Studio Contributor: 71532,1214 Size: 207900
Submitted: 4/1/94 Type: Binary Accesses: 90
Title: Texture Mapping Reference Grid
Keys: TEXTURE MAPPING GRID REFERENCE CYLINDRICAL
A TGA reference grid to use with cylindrical mapping similiar to David
Sninnett's Whale technique, which uses large numbers from 1-6 repeating. Uses a
color scheme for reference which makes using only
single-digit numbers possible, as well as center & perimeter line emphasis and
a grey-scale 4-patch reference BG.
(Approximate download time at 2400 bps using CIS B: 11:33)
File Info for TSTMAP.JPG
Section: Autodesk 3D Studio Contributor: 71532,1214 Size: 39847
Submitted: 4/1/94 Type: JPEG Accesses: 65
Title: Test Map Rendering using Grid.zip
Keys: TEXTURE MAPPING GRID REFERENCE
Sample test render of BASE texture map created using "Grid.zip" & "Views.zip".
The shark is only in early stage of development and some geometry is hidden.
Just for reference. Fins, etc. are present for reference but not mapped yet.
(Approximate download time at 2400 bps using CIS B: 2:13)
File Info for GRIDN.ZIP
Section: Autodesk 3D Studio Contributor: 71174,711 Size: 2496
Submitted: 7/4/94 Type: Binary Accesses: 202
Title: Numbered-grid map maker for 3DS (POCO program)
Keys: 3DS NUMBERED GRID GRIDS MAPS ANIPRO POCO JKJ
GRIDN.ZIP is an AniPro POCO program to create numbered grids at any
resolution for mapping onto 3DS objects. Grid cells are labeled "A1,
A2,… B1, B2,…". You can set the number of cells, line thickness,
colors, fonts, etc. . .I wrote this to build maps for an optical
simulation, but it would be useful with David Sinnett's method of
map building (see WHALE.TXT). . .Freeware: if you can use it, it's
your's. by JKJ
Thank you Jonas
I will check out the files you mentioned .
ME
Max,
>> What I'm trying to do is map the lines on a road that was lofted and then
skinned and I'm having trouble positioning the stripes. <<
I usually make changes to the bit map itself. In a trial and error fashion, cut
and paste the stripes into new locations, render a test, and repeat until you
get it right.
Thanks Martin,
I did try this but soon lost patience and looked for another way and I seem to
have foud one that worked for me so I'll pass it along: What I did was go back
to the shaper and chose a different first vertex for the road shape and extrude
the road once again. The result was that the mapping was centered on the vertex
that I had specified as first. Choose First Vertex in the shaper seems to be
another way to affect map placement for extruded objects that have been
skinned.
Max,
>> different first vertex for the road shape and extrude the road once again.
<<
good thinking. I've usually done far too much tweaking in the 3d editor and
keyframer to consider returning to the shaper, though 🙂
Have you had any success in manipulating the UV placement fields for maps on
skinned objects? No amount of changes to those fields resulted in a change in
the placement in the mapping on my model.
ME
Max,
>> Have you had any success in manipulating the UV placement fields for maps on
skinned objects? <<
None. In fact I've had no success in making UV offsets work on anything. I
think I need to revisit the ref. manual/tutorials to see how it's supposed to
work. I'm probably just daft and need to RTFM severely.
Like I said I just manipulate the map to make changes.
>>had no success in making UV offsets work on anything<<
The UV offsets seem to respond for non skinned objects but as soon as
an object has the Skin IPAS turned on the positioning goes to heck
(pardon my French) and no amount of adjusting seems to make any
difference. I think I will try the grid technique mentioned by YG in
their response to this thread.
To clarify things, the position of the UV coordinates changes when you
apply Skin because the Skin AXP UV's are COMPLETELY DIFFERENT than
the UV's that are laid into the geometry by the lofter. There's
absolutely no relationship between the two, because the lofter
nominally normalizes the UV's across the entire path, and Skin
doesn't.
Once again thanks for the behind the screens info on what goes on in 3DS
>>nominally normalizes<< Theres a tounge twizzler for ya!
ME
>>None. In fact I've had no success in making UV offsets work on
anything. >>I think I need to revisit the ref. manual/tutorials to
see how it's >>supposed to work. I'm probably just daft and need to
RTFM severely.
You mean to tell me that you can do stuff like those warriors and
haven't had any success with UV coords? How?
>> You mean to tell me that you can do stuff like those warriors and
haven't had any success with UV coords? How? <<
I only have trouble with UV offset, not rotation and scale. I think
Gary said "offset" doesn't work with skin anyway. Plus, I don't know
_everything_ about 3ds, you know <g>.
Like I said, I need to revisit the tutorials/ref manual to understand
the effect of UV offset. I do know about rotate and scale <g>.
>> Plus, I don't know _everything_ about 3ds, you know…
Come on, Martin, we know better! Don't be so modest! :^)
>> Come on, Martin, we know better! Don't be so modest! :^) <<
Sadly, it's true <sigh>. Even using 3ds every day, there's still parts
of it I'm not familiar with or don't use. That's probably true of
everybody since it's such a big application.
>>knowing 3DS<<
It really is surprising just how big 3DS actually is. You do tend to favor
certain features that get the job done, while other completely valid
alternatives sit unused. That's what is so nice about picking up 3rd party
books to read – everyone has a slightly different approach to solving problems.
– Dave
Gregory,
Please excuse the insert in this thread but I wanted to let you know
that I think Inside 3DS is world-class. You and your co-authors deserve an
award. Also, thanks for the tip on China Lake as a source for 3DS and DXF
files, I have almost all of them now. Any other recommendations for FTP sites?
thanks, jhg
John:
Glad you like "Inside 3DStudio"! Try "3D Studio Special Effects" for more
great info!
>> Any other recommendations for FTP sites?
That one is the main one I frequent, but that's a good question for the forum:
Who knows of any good ftp sites for meshes or textures? Send me the info, and
I'd be glad to compile them and post in the libraries.
Greg Pyros
You're right (as usual) Martin. The scale and rotate params work with skinned
materials, but offset doesn't because skin always resets the 0 point
automatically.
– G
I just loaded up some sample files from disk6 (skinsphr, skinvase,
etc) and applied texture-mapped materials to them and then went into
the Materials Editor, changed scaling, rotation, etc. Worked fine.
– G