TS 7.6 - Morph Questions - Named Selections - Texture issue

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TS 7.6 - Morph Questions - Named Selections - Texture issue // Tech Forum

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Post by Humdinger // Jul 28, 2008, 3:42am

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Seeing as how I was asking for Morhps so badly since TS 7.x's release I felt compelled to at least review the morphing tools.


2 Questions….


1. Am I correct that there is no equivalent to 'Named Selections' while working with the new TS 7.6 morphs ?



2. Also when I do apply a morph to my object that has a texture applied, it seems that my morphing changes do not carry the UV mapping with them. So if I select a few faces and move them, they eventually move 'off' the UV map and other parts of the texture appear on the polygons rather than the texture section set by the UV map. Is there some check box I am missing?


Tried this with my own object as well the Rhino and got the same result.

Post by TomG // Jul 28, 2008, 3:51am

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No named selections. There is a checkbox that determines how UV is handled, maybe have a peek into the UV mapper chapter. I forget where it is but your UV maps can be applied two ways now (vertices "slide through" the UV space if they are moved, or the UV space "sticks to" the vertices and moves with them).


HTH!

Tom

Post by Humdinger // Jul 28, 2008, 3:51am

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Strange...regarding textures...


Seems that if I only move the polygons left and right the texture/UV info stays, but any other changes...scale...move up and down...result in the loss of the UV assignment.

Post by TomG // Jul 28, 2008, 3:54am

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Or it may be under the PE tools that controls how the UV changes too.

Post by Humdinger // Jul 28, 2008, 4:18am

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Hi Thomas...


Thank you. Had to change the UV to 'Mesh' and works as expected.:)


Too bad about Named Selections, really help in my Morphing work.


Hope this is added soon.


I love the idea of selecting faces in the UV editor, having those faces selected on the model itself and then being able to name that selection and call it back later for morph tweaking.


BUT enough.... I am off to RTFM .

Post by TomG // Jul 28, 2008, 4:50am

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Great! Glad you discovered that UV checkbox, I knew it was there just couldnt remember where off the top of my head. Having both approaches available is useful (and this is a first for tS).


Agreed on named and saved vertex selections being very useful, for morphs and for much more!


Thanks!

Tom

Post by noko // Jul 28, 2008, 7:59am

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Named selection would help alot, another way that you may find useful is material select the vertices. This will work if the isolated areas have a given material which you can just select those vertices by material.

Post by Jack Edwards // Jul 28, 2008, 8:14am

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The UV sliding is a feature, but should be turned off when working on Morphs. If I recall correctly it's on the Mesh Editor panel and called "Preserve Unwrap."

Post by Humdinger // Jul 29, 2008, 4:28am

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The UV sliding is a feature, but should be turned off when working on Morphs. If I recall correctly it's on the Mesh Editor panel and called "Preserve Unwrap."


There we are.


I thought the first solution worked but seem sporadic in later attempts.


This second solution is more friendly as I did not want to edit the UV mapper itself for this function.


To be clear, I need to 'uncheck' the Preserve Unwarp check box... and then my morphs maintain the UV mapping through out the morph as the polygons themselves are moved/scaled/rotated as part of the morph.:banana:

Post by Heidi // Jul 29, 2008, 9:49am

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To be clear, I need to 'uncheck' the Preserve Unwarp check box... and then my morphs maintain the UV mapping through out the morph as the polygons themselves are moved/scaled/rotated as part of the morph.


You've got it. :)


One thing about preserve unwrap is that it's a great way to tweak your mesh to the texture working directly on the model instead of trying to move the vertices in the UV editor to get the texture where you want it.

Post by Humdinger // Jul 29, 2008, 11:56am

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I am getting there...


:)


custom rig..setting joint limits etc. is a true piece of cake! - Though I have yet to look into IK handles and locks at this point.


BUT...crude...BUT



using morphs for the belly and back/shoulder masses. Render to file from Workspace.

Post by Heidi // Jul 29, 2008, 12:06pm

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I never knew that rhino could run that fast. :)


Good one. :)

Post by Humdinger // Aug 6, 2008, 2:03pm

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Starting to get the hang of this...

Post by Humdinger // Aug 6, 2008, 2:04pm

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Oh for the record


Morphs on Face and Body.


Body has some silly 'flexing' as well as some belly breathing.
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