UV Mapping in 7.5

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

UV Mapping in 7.5 // Feature suggestions

1  |  

Post by Steinie // Jul 19, 2006, 2:21am

Steinie
Total Posts: 3667
pic
I know Caligari doesn't like to talk about their next release much but is there any work being done to UV Mapping? If so, will they be small enhancements or major improvements. There is other software I am considering and I would prefere to stay with TS on this one if possible.

Post by TomG // Jul 19, 2006, 5:04am

TomG
Total Posts: 3397
See the Captain's Blog from last month:

"

Additionally, you will get a new Material Editor, UV Editor, Draw panel with curves etc in the Player."


http://www.caligari.com/News/news_june2006/cblog01.html


HTH!

Tom

Post by Steinie // Jul 19, 2006, 5:14am

Steinie
Total Posts: 3667
pic
"New" as in it now works in Player or a complete redesign?

Post by Bobbins // Jul 19, 2006, 5:44am

Bobbins
Total Posts: 506
Any tool that works natively in the Player has to be re-written from scratch.

Post by TomG // Jul 19, 2006, 6:15am

TomG
Total Posts: 3397
"What he said" :)


It's worth saying again - it is impossible to simply move a tool from Modeler to Player, ie from old tS6.6 to tS7. The architecture is completely different. For any tool to appear in the Player, that is in tS7, it has to be re-written from the ground up.


This is why there is the Modeler, and why there is the Bridge. It is not possible to simply move or port tools from the old tS6.6 to the new tS7, as everything is completely different.


So indeed, any UV editor in the Player will be entirely new, coded from the ground up. As indeed is any tool that appears in the Player.


HTH!

Tom

Post by prodigy // Aug 22, 2006, 6:01am

prodigy
Total Posts: 3029
pic
Huuya... 8( many work for the player...


But whats happend with the modeler??? because i think the player mode are very weight.. I think many people cant upgrade to TS7 because doesn't have a high end computer...


I have 2 P4 one with 512 and other with 1G..

and TS7 with 512 su.... All for the player mode..


TS6.6 runs like a bullet with 256mb on a PIII...


I cant imagie how many memory ram we need on TS8...... }Minimun 2G


And whats happend with TS plugins?? are many problems with lot of plugins at this moment.. Player support plugins like Infinity2??


I think the player mode its for game developers, not for designers...


Realy i dont know were Caligari wont to go with the player...

Post by parva // Aug 22, 2006, 6:35am

parva
Total Posts: 822
pic
I don't think the Player is for game designer.


The Player is a next generation 3D viewspace. You can use realtime shadows, dx shaders and other realtime stuff but you can also deactivate all this and use it as model platform like in the past.


Personally I would prefer if the Player would be more a fast preview renderer like Modo 2.02 has or FPrime (maybe we got something in the future ;)) but for modeling alone the Player has some benefits from DX espacially speed - the Player is much faster as the modeler.

Post by Alien // Aug 22, 2006, 7:03am

Alien
Total Posts: 1231
pic
Huuya... 8( many work for the player...


But whats happend with the modeler??? because i think the player mode are very weight.. I think many people cant upgrade to TS7 because doesn't have a high end computer...

Works ok on my system [Athlon XP3200+, 2GB RAM, Radeon X800 GTO 256MB].


I have 2 P4 one with 512 and other with 1G..

and TS7 with 512 su.... All for the player mode..


TS6.6 runs like a bullet with 256mb on a PIII...


I cant imagie how many memory ram we need on TS8...... }Minimun 2G

I forget what the official recommended amount of RAM is , but personally I'd say 1GB minimum, 2GB recommended. That's for tS7 - by the time tS8 comes out it might have all the tools recreated in the player, which would mean no more Modeler. That might actually [b]lower the memory requirement, as at the moment you're essentially running 2 lots of tS at the same time: tS6.6 [Modeler] & tS7 [Player, Link Editor, etc].


And whats happend with TS plugins?? are many problems with lot of plugins at this moment.. Player support plugins like Infinity2??

Currently existing plugins only work with Modeler. That's 1 of the reasons the Modeler is still in tS7, so that people can still use the plugins they already have.


I think the player mode its for game developers, not for designers...


Realy i dont know were Caligari wont to go with the player...

Player is going to replace Modeler, once all the tools are created for it.

Post by TomG // Aug 22, 2006, 7:56am

TomG
Total Posts: 3397
Remember that tS7 is a complete re-write from the ground up, and even the way that objects are stored (ie the data structures that represent them) has changed, not just the tools that manipulate that data.


This includes the 3D view. Just like many tS tools, the old solid view has its bugs and is out of date. Graphics technology has come a long way since the solid views were created. Zoom in close, and the solid render "tears away" from the wireframe, for instance.


Not only that, but the Player is MUCH faster than the modeler. You need to have a DX9 compatible card, but then the new 3D view takes full advantage of that and can handle millions of polygons that would bring the old solid view to a standstill.


Think of it this way - the Player is in fact tS7, and the graphics there are your modeling window. It is no different. Now, we could leave you to run tS6.6 and tS7 separately for yourself and switch between them and need to keep saving and loading to transfer objects and use old plug-ins, but to save ont that, we embedded tS6.6 in there for you, and made a live bridge rather than all that saving and loading.


So the Modeler is not really part of tS7 at all. It is there as a convenience only. The Player IS tS7 and is the new modeling environment for tS7. This will become increasingly clear as new tools appear in the Player, such as the recently demonstrated new sweep tools and polygon draw tools with inference lines, etc. The SDS in the Player for instance are different from SDS in the Modeler (and are superior in terms of control and quality).


It is being worked on so that anything you can do in the Modeler, you can do in the Player (and usually do it better and faster). The Player is not just a bolt-on item, or optional extra - it is your modeling space in tS7, just as the window was in tS6.6 (and that old tS6.6 has been included as the Modeler).


Myself, I can't wait until I have more things in the Player so I can start to do all the things I do in the Modeler, and I can leave the Modeler unused! I can then turn the bridge off too :)


Indeed, with the Bridge off and more things done in the Player, memory load etc will be less. Performance will in fact be better in the Player than in the Modeler - a $100 graphics card will give you that performance, there is no need for a $400 super card to see that benefit :)


HTH,

Tom

Post by prodigy // Aug 22, 2006, 2:39pm

prodigy
Total Posts: 3029
pic
TomG,


How are You... many post today..


Well, about this post:


TS7 works EXCELENT On my PC... P4 3ghz HT 1g dual channel, Gforce 6600.. ON PLAYER RUN EXCELENT!!! i dont have anithing to say about the performance..


But im not happy with the new form to move on player "world"...

Im very automatic (sorry my english) to move and model on TS6.6 and model view..


Maybe on next upgrades of player the player and the model became the same + better performance..


Yes.. "the old solid view has its bugs and is out of date. Graphics technology has come a long way since the solid views were created. Zoom in close, and the solid render "tears away" from the wireframe, for instance."


ITS TRUE!! i think the DX9 tecnology its better than used now on TS model.. ITS TRUE!!!


But.. I like verymuch the way to move, creat a scene on TS 6.6 mode and its for me the best for far the UI (TS vs MAX, maya etc)


Because that i prefer TS.. I love the simplicity to work.. but.. im looking new form to view, to work, to move on the world...


I LOVE the TS 7.xxx was the same TS 6.6 mode but with full DX9 like model...


I cant imagine render with screen shots...


BTW i love Bloom.. but it only work with real time.. or a screen shot...



Closing, I like changes, but i dont wont re-learn again how to model on TS.. i dont have time for this..

Post by Alien // Aug 22, 2006, 4:19pm

Alien
Total Posts: 1231
pic
But im not happy with the new form to move on player "world"...

Im very automatic (sorry my english) to move and model on TS6.6 and model view..

If you mean Navigation, using the little coloured thing in the bottom right of the window - I'd have to agree, I prefer Modeler's navigation widget. tS7 has the ability for users to create their own widgets, so hopefully if Caligari doesn't change the default navigation widget for the Player, someone else will [like Splinters made the bigger version of that toolbar for us].


Maybe on next upgrades of player the player and the model became the same + better performance..

Well, Modeler isn't going to change at all, but hopefully Caligari will keep some of the design features of the Modeler when working on the Player, like [as I mentioned above] the navigation widget.


But.. I like very much the way to move, creat a scene on TS 6.6 mode and its for me the best for far the UI (TS vs MAX, maya etc)

Yeah, the Player still needs plenty of work, but it's getting there... gradually. :)


I cant imagine render with screen shots...


BTW i love Bloom.. but it only work with real time.. or a screen shot...

Player already has a kind of render function. In Player view... You see at the top of the window that little icon that looks like a graphics card? Click & hold that until another button pops up, then select the 1 that looks like a folder icon infront of a sphere.

Post by remnar // Aug 30, 2006, 9:40pm

remnar
Total Posts: 105
I don't know what UV tools ts7 has, however I am requesting, if possible, that you add a new UV tool that maps along the cross section direction of geometry. Or perhaps along a spline. What I'm getting at here is that if I create a spiral object and I want to map a texture to it, I want to map it along the shape of the spiral, not like a cube or cylinder. This also would help texture animation. Also this would allow a material rectangle to move along the shape.

Post by JPSofCA // Aug 31, 2006, 6:39pm

JPSofCA
Total Posts: 300
pic
Whatever UV mapping treats are in store for 7.5 or beyond, I am sure would be far beyond what we find in the current model side functionality. After all, the tS core was rewritten to enable the evolution of new and classic toolsets- not just move them over to player. Personally, I am getting eager to hear more about 7.5. :D


In the meantime I'm content to encourage them to stay focused on the 7.5 animation tools - and hopefully VRay's analytical motion blur and other enhancements too. ;)
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn