CompuServe Thread

#the skinny

26 messages in this thread
#127510From: James SpierOct 6, 1994 2:40 PM
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?
#127522From: Yost GroupOct 6, 1994 3:24 PM
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
#127700From: James SpierOct 7, 1994 10:22 AM
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
#127798From: Yost GroupOct 7, 1994 8:06 PM
You are correct in that the First Vertex affects where the 0-point in the UV's are. – G
#128131From: James SpierOct 10, 1994 11:53 AM
Thanks Gary. Any hints on the use of the UV fields for skinned objects. ME
#128204From: Yost GroupOct 10, 1994 7:29 PM
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.
#128327From: James SpierOct 11, 1994 10:49 AM
I will give the grid method a try.
#128249From: Jonas Ruikis [ADESK]Oct 10, 1994 10:59 PM
<< 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
#128328From: James SpierOct 11, 1994 10:49 AM
Thank you Jonas I will check out the files you mentioned . ME
#127524From: MARTIN G FOSTEROct 6, 1994 3:30 PM
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.
#127701From: James SpierOct 7, 1994 10:22 AM
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.
#127722From: MARTIN G FOSTEROct 7, 1994 12:19 PM
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 🙂
#128130From: James SpierOct 10, 1994 11:53 AM
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
#128171From: MARTIN G FOSTEROct 10, 1994 3:30 PM
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.
#128326From: James SpierOct 11, 1994 10:49 AM
>>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.
#128332From: Yost GroupOct 11, 1994 11:31 AM
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.
#128558From: James SpierOct 12, 1994 10:25 AM
Once again thanks for the behind the screens info on what goes on in 3DS >>nominally normalizes<< Theres a tounge twizzler for ya! ME
#128403From: david W. mennenohOct 11, 1994 5:40 PM
>>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?
#128409From: MARTIN G FOSTEROct 11, 1994 6:05 PM
>> 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>.
#128427From: Oct 11, 1994 6:55 PM
>> Plus, I don't know _everything_ about 3ds, you know… Come on, Martin, we know better! Don't be so modest! :^)
#128504From: MARTIN G FOSTEROct 12, 1994 3:36 AM
>> 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.
#128531From: David J. MarksOct 12, 1994 9:12 AM
>>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
#128660From: john h grabauOct 12, 1994 6:05 PM
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
#128731From: Oct 12, 1994 10:58 PM
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
#128560From: Yost GroupOct 12, 1994 10:34 AM
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
#128209From: Yost GroupOct 10, 1994 7:46 PM
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