UV per material/domain?

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UV per material/domain? // Tech Forum

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Post by Stem // Aug 1, 2008, 1:13pm

Stem
Total Posts: 199
Hello,


I use a number of 3rd party programs (L-systems/ tree generators) to produce trees/plants etc.

These I import (OBJ), they have material assigned for, as example, on a simple tree, there will be one material for the leaves, and one material for the trunk.

Normally when I imports them into other 3d apps I can simply go to the material editor, select the predefined material for (example) the trunk, change to a texture and add correct UV. Very simple.

Now in TS, I did have problems with V7.5 as it would tend to crash on me when trying to edit the materials, but I have now got further with TS7.6

OK, so I import the model, I then have to go into the LE, find the material chunk (what a pain) then change it to the texture required, OK. But I cannot find a way to add UV for that specific material. Is there a brick I can add that will map the material? If yes, then is there any info as to how to accomplish that?


- Stem

Post by Jack Edwards // Aug 1, 2008, 5:31pm

Jack Edwards
Total Posts: 4062
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Hi Stem, you can use the Mesh edit selection tools to select by material, then the UV projection tools will work on just that selection.

Hope that helps!

Post by Stem // Aug 1, 2008, 10:34pm

Stem
Total Posts: 199
Hi Jack,

select by material, Maybe I should of mentioned, that option is not highlighted and cannot be used on the imported object,... sorry, I though anyone who took time to reply would actually know or check.

Post by Jack Edwards // Aug 1, 2008, 10:38pm

Jack Edwards
Total Posts: 4062
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You have to be in Mesh edit mode to select Elements. Try selecting and right clicking on the model you want to edit.

Post by Stem // Aug 1, 2008, 10:45pm

Stem
Total Posts: 199
Hi Jack,


Yes, sorry, my error, I noticed just after my reply, doh!


I am over complicating with the LE and thinking in that direction.


Thanks for the reply and your time.



- Stem

Post by Jack Edwards // Aug 1, 2008, 10:49pm

Jack Edwards
Total Posts: 4062
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You're welcome. It can get very frustrating when you know things should be simple but they just don't seem to want to work. ;)

I'm going to post a video since I think this would be useful for others as well.

Post by Jack Edwards // Aug 1, 2008, 10:56pm

Jack Edwards
Total Posts: 4062
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Here's the video showing how to put more than one material on a mesh and to then select by material.

Edit: BTW, Stem, you're situation may not be an ideal case if it's lots of separate objects. You may need to boolean merge them with material preserving. Material instancing might also help reduce your file size.

Post by Stem // Aug 1, 2008, 11:12pm

Stem
Total Posts: 199
Hi Jack,


I wont watch the video, this has stuck in my old head now.


One thing I will mention. Of all the 3d applications I use, even blender, I find a need to ask questions only concerning TS 7.x. Is that just me?



- Stem

Post by Jack Edwards // Aug 1, 2008, 11:26pm

Jack Edwards
Total Posts: 4062
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:)

TrueSpace is a fair departure from more usual menu driven approaches. Part of the issue may be that the UI needs time to mature and be refined. TrueSpace 7.x is effectively a 1.0 application all over again.

Hopefully more users will take the time to post feedback about improvemnts they think could make the UI more intuitive. The problem for us Beta Tester guys is that we're used to the current interface so it's harder for us to pick out what parts of it make it less intuitive to use when learning it.

Post by Igor K Handel // Aug 2, 2008, 1:26am

Igor K Handel
Total Posts: 411
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Jack you have hit the nail on the head there.. It must be difficult to assess from a new user perspective, when by the very nature of beta testers it is usually the more advanced user that does the testing..


A bit catch 22 for me though, as a newish user I need to be pressing forward with learning the app...so I can get to the point of comfortable 3D character modelling and animation sooner (which is after all why I or any other user would initially install TS in the first place), but then if I offered to beta test, the future TS versions would have had some newer user imput and perhaps be more intuitive from a new user point of view.. Although beta testing presumably tests a framework of what's already been newly devised, rather than suggests refinements? Not sure how beta testing works.


Theres a part of me that wonders if newish users are ever set in front of new tools or methods/ options and then watched in real time to see where they struggle to use/understand. A newish user like me hasn't got into the historical mindset of previous versions, and so my learning/logic can't yet draw on previous version TS tools/methods like longer term TS users will. The only experience I bring is that of other 3D apps, but I am actually finding that a hinderance as TS has such a unique approach... specifically to rigging and character animation for me at the minute. Modelling Workspace side is for me as a new TS user pretty intuitive and flows logically and smoothly, nothing glaringly difficult to grasp.. barring LE but thats something for later.

But the Rigging system... boy oh boy its such a bearfight. It's like it feels powerful but never does quite what I am expecting. I can't predict accurately the final result of what feels like logical thinking.


Perhaps recorded Camtasia sessions of new users using TS with voice in the everyday learning process could be a way forward as a testing tool? Obviously the user would need to edit out the periods of repetition and non useful stuff. For all I know this is already done.


Trying to work out what is a lack of my own knowledge and what is either a non obvious workflow or a bug is quite a confusing mix for keeping the frustration out of learning. Even having used quite extensively Maya ple and c4d demo when it comes to anim and rigging (my particular interest) in TS I have had to spend vast amounts more time to grasp the actual nuts and bolts in TS.


I keep thinking heck how come I can breeze through rig setups etc on other progs. It took 2 hours to have a strong grasp of rigging in C4D yet here I am with perhaps 30 hours serious study of rigging in TS and STILL can't either understand entirely whats going on "under the hood", or have to resort to try all the option permutations and see what happens to get the result I would find straightforward in the other apps. It's only sheer bloody minded stubbornness that is keeping me going at the minute. I'm not complaining I just find it such an uphill epic that it takes a lot of the fun out of it, and I usually enjoy learning new skills.


What I will say though is a big thanks for all the bug testing for this current version.. It's way more solid than 7.5.. a big leap forward, thanks in no small part to all the beta testers beavering away.


Perhaps I should post more on the Feature Suggestions thread. Trouble is from a new user perspective there is always a high risk that what is being suggested is either already in the prog but perhaps not blindingly obvious to a TS virgin. Or has already been suggested. Searching is not always particularly fruitful if as a new user the exact correct technical word or phrase may be unknown. It would be all too easy for an inexperinced TS user like myself to turn the feature suggestion thread into a " well thats cos you missed that already buried in TS option" thread; which would make the Devs jobs way harder having to sift through to get to the actual suggested feature threads ONLY.


I find a need to ask questions only concerning TS 7.x. Is that just me?


Believe me I am completely in the same boat on that one.... you are not alone. I think I need to leave a sleeping bag in the forums I spend so much time trawling for information.



OOPS another epic... sorry to sidetrack the thread.. but sometimes stuff I'm passionate about needs realease before I explode in exasperation lol


All the best

IK

Post by Jack Edwards // Aug 2, 2008, 2:02am

Jack Edwards
Total Posts: 4062
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Great post IK! :D

I agree there's something with the rigging where it just seems like it should work a lot easier without needing to go through such an involved process that requires a good knowledge of how things work under the hood.

One of the things I miss from Maya is the prebuilt joint types like the built in Knee joint that had a tendon stretched from the joint above to the joint below the knee and a handle for rotating the entire leg around that tendon. A couple clicks an you have a working leg rig that knew which way it was supposed to bend.

Maybe having premade joint controls and handles that could be applied to rigs would help make it easier and more enjoyable to setup?

Definitely post your feature request ideas. It doesn't matter if it's been asked for before. The more times something is asked for, the louder the voice, and more in demand, the more likely the change will get implemented.

Post by Stem // Aug 2, 2008, 4:18am

Stem
Total Posts: 199
Hi IK,

Believe me I am completely in the same boat on that one.... you are not alone.

It is certainly confusing at times, TS7.6 is like a cross between 3ds max and mapzone, and at times I dont know if there is a simple button to press or a need to dig down into the LE.


At least it is not just me,... anyway, lets see how far I can get now.



- Stem

Post by Stem // Aug 2, 2008, 4:37am

Stem
Total Posts: 199
Strange,


I just loaded a tree, went to workspace, right click and:- pic01


Attempted to move and pic03


What a wonderful program.
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