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daft
01-27-2003, 07:58 AM
I have animated a gear that rotates. I want the Diffuse map to stay in plasce while the gear rotates. But want the bump map and other maps to rotate with the gear.
Is there some way of doing this?

Equinoxx
01-27-2003, 09:19 AM
you could try and couter-animate the diffuse map in the material . . . so if your object rotates 90° then rotate your diffuse -90°

this is done in the material editor [prolly animate it over w-axis.

or another thing you can do is give the diffuse a mapchannel 2 and the rest a mapchannel 1, then place two uvwmaps on your gear and set one of them to mapchannel 2, then counter-animate with the uvw gizmo.

magicm
01-27-2003, 09:43 AM
Instead of counter-animating the uvw by hand, you could also wire the z-rotation of the uvwmap to the z-rotation of the gear and invert the resulting value (-z_rotation)..

daft
01-27-2003, 07:33 PM
I had thought of wiring to, but wanted to see if there where some other ways of doing this.
unfortunately, I donīt have the time to try this right away,as I have gone working on something else now.
We will see what happens, I will post a summary if discover something new.

Thankx for the ideas!

Aaron Moore
01-27-2003, 10:32 PM
Originally posted by magicm
Instead of counter-animating the uvw by hand, you could also wire the z-rotation of the uvwmap to the z-rotation of the gear and invert the resulting value (-z_rotation)..

Because of the complexity of animating such a thing, i would agree with the method here.

Chris Thomas
01-28-2003, 02:10 PM
technique i've just tested works fine, though it does show a max "oddness"

create your object
map with a UV map set to channel1
map exactly the same again but this time with channel 2
make your texture use channel 1 for bump etc and 2 for diffuse
create a dummy and snap it so it matches your rotating object
in curve editor copy its Z axis rotation controller
paste this as an instance to the channel 2 UV's Z rotation controller
then
animate your object say 360 on Z
and your dummy -360 on Z
your diffuse map should remain fixed, whilst the other maps spin

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