CompuServe Thread

#Creating Stripes ??

7 messages in this thread
#156065From: Eric . WomackFeb 28, 1995 12:41 AM
I have created a rendering that is fairly complicated of a set rendering for anindustrial show. The problem is that there has been a change in the design and I have been asked about adding stripes to the walls. I have tried to creat the correct shape in 2d shaper and import the shape but I have had tremendous problems getting the shape to aligne with the objects in the piece. I am wondering if ther is a way to do this as decals? Any and all ideas would be helpful. Tomarrow I start rerendering from scratch. I hate my job!!!
#156131From: John K. JordanFeb 28, 1995 9:51 AM
>>need stripes… Do you mean stripes such as vertical stripes repeating in wall paper or paint? Do you need to create geometry so you can get real close to the wall with the camera or because the stripes need depth? If you need repeating stripes, the easiest thing might be a simple texture map. For example, to have repeating green and blue stripes just make a tall narrow image with green on the left and and blue on the right. Fit your mapping icon to the bitmap and stretch vertically as necessary. Then apply map and material to each wall. You might have to split the wall units out into elements for the best control. (Note that if the wall object is not aligned with an ortho view, you may have to first align a user view as described below.) You can make a matching bump map if the stripes need to have some depth. Am I over simplifying things? If you need a non-repeating pattern, you could create a single, much larger map or create geometry. To create geometry aligned properly with an existing object, turn on the 3D display in the shaper and create shapes to fit. If your object is not aligned with a standard orthgraphic view, use Display/UserView/Align first and select that view before going to the shaper. You can use Create/Object/GetShape from the *correct* viewport to bring in 2D shapes. If you loft shapes, it may be easier to rotate the path before lofting so the object will be properly aligned in the editor, or align the object as described below. (If I have a bunch of objects to create an align, I'll usually rotate the path – if I have just a few, I'll usually align them in the editor.) If you are having trouble in general aligning a new object (I'll call it NEWOBJECT) in 3D space with an existing object (I'll call it OBJECT), perhaps because the existing object has been rotated or is at an odd angle, do this: – use Display/UserView/Align to align a user view with the desired faces of OBJECT – use Modify/Object/Align WITHIN that user view to align NEWOBJECT to the user view. – within the user view, rotate and translate (move) NEWOBJECT as necessary to manually align it with OBJECT. Now the problem is aligning it along the other axis (into the user view). This is easy if you use a temporary box object: – create a box in any view – align it with OBJECT as described above in the aligned user view (I'll call this UserView1) – create a new user-view, UserView2, perpendicular to UserView1 with Display/UserView/Align and picking one SIDE of the temorary box – translate NEWOBJECT in UserView2 as desired relative to OBJECT – adjust NEWOBJECT in UserView1 if necessary – delete the box I hope this helps and isn't too confusing. If I misunderstood your problem, please explain in more detail. JKJ PS: Life is too short – if I hated my job, I'd go get a different job!
#156468From: David GouldMar 1, 1995 1:04 PM
<<To create geometry aligned properly with an existing object…>> I use another method that doesn't require you to move between different User Views and face alignments. Just do the following: 1) Create the other object slightly larger than the original object if necessary. 2) Go to the Keyframer 3) Select Object/Tracks/Copy and select the original object. Now depending on what you want in common between the original and the copied object. If you just want to have the same rotation or scale and leave the object in it's original position then 4) Select Scale and Rotation 4) Select Absolute(must do this since you want to change Key #1 for the object which is shared with the geometry in the 3D Editor) then OK. 5) Then select the other copied object as the destination object. The copied object will have the same alignement/position/etc of the original object. If you want the object to have the same position then select position as well. This method can be applied to to align any object with another. David "Aligned on the dark side" Gould
#156616From: John K. JordanMar 2, 1995 8:09 AM
>>Objects/Tracks/Copy… >>This method can be applied to to align >> any object with another… Good technique, if you need to align two objects relative to their transformation matrices. If one object has been translated, rotated, or scaled, the CopyTracks method will very nicely translate, rotate, or scale a second object to match. (This is, of course, as long as the first object hasn't had its xform matrix messed with by means of ResetXForm or by Create/Object/Attach.) However, it won't work (at least my tired brain can't see how) if you want to align arbitrary faces of one object with arbitrary faces of another, as likely in the striped wall problem. To align two objects on the face level, as in sticking the base of one object flat on to the surface of an angled part of another, I don't think you can avoid either aligning a view with an object or aligning an object with a view. (The tutorial "Aligning Objects and Views" on pg 8-23 covers this well, answering the question "…how do you manipulate geometry that's at an odd angle to the orghographic planes?".) JKJ
#156911From: David GouldMar 3, 1995 1:21 PM
<<However, it won't work (at least my tired brain can't see how) if you want to align arbitrary faces of one object with arbitrary faces of another, as likely in the striped wall problem.>> Yes, in order to align or orient an object at the face level then View Align or Face Align remain the best techniques. David "Aline" Gould
#156136From: Yost GroupFeb 28, 1995 10:04 AM
Assuming you've already applied a texture-mapped material to your walls, you should be able to easily add stripes as a decaled Texture 2 map. Beyond that, I really can't offer a suggestion without actually seeing your model — and I'm afraid I wouldn't have the time to look at it anyway. If you provide more detail maybe someone else can jump in with a suggestion. – Jack PS — Think how much harder your job would be if you'd actually build the set and had to repaint it with stripes.
#156479From: Jonas Ruikis [ADESK]Mar 1, 1995 1:19 PM
Hi Eric, << aligning objects to another.. >> If the object was moving…I'd like to suggest yet another alternative which requires the use of the following script.. File Info for ALIGN.ZIP Section: Scripts Contributor: 73172,1351 Size: 7825 Submitted: 2/17/95 Type: Binary Accesses: 89 Title: Planet Studio: Align script Keys: PLANET STUDIO ALIGN K3D SCRIPT PHILLIP MILLER Align script for Planet Studio. Align one or more objects in the keyframer.