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BartW
01-14-2003, 10:10 AM
Hey guys, hope your new year's been good sofar! :D

Anyway, I got two things I can't figure out with this:
I'm building a track for a game, starting out with a spline/shape that I want to loft along a straight spline first and use path deform with my spline/path, which ofcourse is the shape of the track itself.

Now, when I assign material id's for each part of the shape (it's a horizontal spline, with 3 parts: left and right will be grass and the middle will be the road). I loft it along a straight spline and I select each of the 3 id's and place the textures, and I use pathdeform and I move the gizmo to move my 'loft' along the track shape/spline.

Question #1: Is there a way to know how long your loft must be to have it cover the whole track ? I try to guess the aprox length, and I'm able ofcourse to stretch it a bit, but can't I see how long my track shape/spline exactly is, and then make sure the loft is exactly the same length ?

Question #2: If my road has white lines, I can only get them to connect without seams if I texture a straight lofted shape, and bend it with pathdeform. Isn't there a better way to do this ?
If I just loft it along my track shape, I'll have to UW unwrap the track manually, to get the lines to connect, if you know what I'm talking about :) And that also seems like a really clumsy method.

And a third question: when I change my lofted shape into a mesh (or anything else) I loose my material ID's. Is there any way to keep those along the way ?

Thanks a lot....they're probably all very silly questions, but I never came across these problems before :D

Have fun!

Bart - GPLEA

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