Naming Parts

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Naming Parts // New Users

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Post by jamesmc // Mar 16, 2006, 9:00pm

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Okay,let's say I build a character from a cube, subdivided and all that.


How do I give each part a name? Head, chest, abdomen, right/left leg...etc.


This goes to the animation and bone thing.

Post by Bobbins // Mar 16, 2006, 9:54pm

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If the individual parts were crteated from seperate cube primitives, just rename the cube primitives in the object info box. If the parts were modelled from the same cube primitive so they are all one object then you can use the 'named selection' feature in the Model view.

Post by Tiles // Mar 16, 2006, 11:07pm

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I hope we are talking about the native TS bones fossil. Anyway, does also count for Motion Studio ;)


There´s no need to name meshparts for the skeleton, because the skinning doesn´t care of it. So why do you need it? Bones and Joints can be named in the Scene Editor though. Open the Scene Editor, select your Bone, and simply rename it. In Motion Studio do the same in the Motion Studio Panel.


Named Selections of the mesh are handy for texturing when you are at separating different UV spaces ...


Go to Point Edit, select your needed Faces and click at the Named Selection Button. A window pops up. Press the ADD button and rename the now readable "Sel" by your needs. From now on you can reach this selection easiyl through the Named Selection Tool.

Post by jamesmc // Mar 17, 2006, 5:32am

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Ah! That's exactly what I wanted to know. I wanted to name the parts of the body, so when I use UV Mapper I can separate them.


Thanks very much! :)

Post by Délé // Mar 17, 2006, 7:15am

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If I recall correctly, I don't think that UV Mapper gets the named selection information. What I do, with UV Mapper Pro (not sure if it works with UV Mapper), is color different parts of the model that I want mapped differently separate colors in TS. Then when you import it into UV Mapper, you can use the "select by material" to select and map each part individually.

Post by Tiles // Mar 17, 2006, 7:59am

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The bones thingy has confused me a bit :D


Question, are you planning to use an external UV mapper or the inbuild UV Mapping Editor? That´s the point where i am confused now ;)

Post by jamesmc // Mar 17, 2006, 9:46am

jamesmc
Total Posts: 2566
I use the freeware UV Mapper because it can break down by groups, material or color.


I have a 3D painter program and want the ability to pick a specific area, like the front of a face, front of body, top of foot, etc.


So, I want the ability to divide by grouping or materials.


The UV Mapper will let you color parts for identity in general and does it automatically. Haven't looked at UV Mapper Pro, so not sure what it's capability is.


I watched the video with the tS car being disassembled in the UV Editor and then it was drug over the image file and resized. Maybe it's just me, but disassembling something with "break apart" represented by a bunch of edges and points is just not very intuitive. I'd rather have a program like UV Mapper do that for me.


Thusly, I needed a method to name the parts and thanks to the people in this thread I have found that way. :)


The reason for the UV mapping is so I can have a template of which to base my painting. I don't really need it as I can rotate the model in the 3D paint program, but it is helpful if I have a UV map, to know exactly where the cutoff points/edges are. Plus I can stamp a texture, or drag a pattern with various tools of blur, smear, etc.


I guess it's the freehand thing where it makes it feel more like doing art work, than disassembling like car parts and painting them.

Post by Tiles // Mar 17, 2006, 9:56pm

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I just asked because i thought you may need help with the TS inbuild UV mapping editor. UV mapper is fine :)

Post by jamesmc // Mar 18, 2006, 1:41pm

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I just asked because i thought you may need help with the TS inbuild UV mapping editor. UV mapper is fine :)


I would like to know how the trueSpace UV mapper works. There needs to be a book UV mapping for idiots in trueSpace in my case. :(

Post by trueBlue // Mar 18, 2006, 5:34pm

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Look over at gameSpace they have a couple of video's and tutorials that are great to get you started.

Post by Tiles // Mar 18, 2006, 10:40pm

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Lookig for the gameSpace tutorials about the UV mapping editor is not a bad idea at all. Still, there are significant differences.


Example (from what i have read. Haven´t tested it though) : In gameSpace you can select a part of the mesh by point edit. And this meshpart is then also marked in the UV Mapping Editor. Which makes it easy to arrange then. But you cannot do that in TS 66.


Well, i have finished a little tutorial around the UV Mapping Editor yesterday. I just need to translate it. Currently it´s in german. Will have a look to translate it afap ...

Post by Tiles // Mar 19, 2006, 12:51am

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Here we go. The translation is finished. I hope my confusing english is not a this big hurdle :)


http://reinerstileset.4players.de/TS66_UV_Mapping_Editor_Tut_E.htm

Post by Steinie // Mar 19, 2006, 3:45am

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Tiles, I just went thru your lesson and you did a very good job! A few translation hickups but easily understood.
Thanks,
Steinie

Post by W!ZARD // Mar 19, 2006, 5:13am

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There is a good UV tut over at Renderosity done by sue88. There is a link in the R'osity tS forum banner. Might be helpful. It sure helped me.

Post by jamesmc // Mar 19, 2006, 6:19am

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Here we go. The translation is finished. I hope my confusing english is not a this big hurdle :)


http://reinerstileset.4players.de/TS66_UV_Mapping_Editor_Tut_E.htm


Woot! I'll read it and give it a go! :banana:


Thank you very much for your hard work, the page looks grand.

Post by jamesmc // Mar 19, 2006, 2:30pm

jamesmc
Total Posts: 2566
Thanks Tiles for the terrific tutorial on UV mapping. I had success! :)


Thanks to others for their great pointers and help too.


Here's a short flash with my adventurs in UVmapping. The object I painted ( a cube) is at the end. Nothing fancy, but shows I understand how to move those vertices and edges! Heh

Post by Tiles // Mar 19, 2006, 10:42pm

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Glad to help :)
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