View Full Version : one texture on multible objects?!
guru_meditation 04-28-2003, 06:30 AM hi there!
im working on a birds wing. for a wing-open animation i switch between a highres wing and a "lowres" one that is made of several grids that are animated via chains.
to get the effect working, i need to get the same texture that is on the highres wing onto the grids.
just imagine two rectangular grids. now u throw a texture on one of them. then u take the other one and cut it into stripes.
the point is that i need the second, cut grid, textured in the same way as the first uncut one. the stripes should share one texture and not be textured seperately.
in other words the grids on the lowres wing should share one texture support/projection.
applying a texture to a group drives every part of that group individually, right? how to avoid this?
maybe they describe how to do it in the manual. if so, sorry, but im at work and can't take a look.
thx alot! cya!
|
|
marci2001
04-28-2003, 03:38 PM
1. render the highres
2. project the rendered image to the lowres int the same position at the same frame
if you wan't this procedure to work interactively -
:surprised
script it?
:rolleyes:
guru_meditation
04-28-2003, 09:12 PM
thx for the comment!
project the rendered image to the lowres in the same position
this may be what im thinking of, could u please describe how to do this.
i attached a screenshot of the scene to make things more clearly.
there must be no transition between the textures or meshes or something. the two wings are seperate. i want to switch between them by simply turning visibility on and off in 1 frame.. lol
it takes about half a second to a second for such a small bird to open his wings. so the fake transition will not be visible ..i hope.
thx for the help so far!
marci2001
04-29-2003, 09:51 AM
so you are at the exact frame of switching.
at this frame you see the lowres wing
render the wing, save the picture
(save or key the camera and cam.int. positions at this frame, this will be important because of the reprojecting)
stay at your frame
hide the lowres, unhide the highres
(they must share the SAME POSITION!!!)
with the highres selected: Get > Property > Texture Projection > Camera
open an explorer(press 8), with the "pick" coursor select the camera out of wich you've rendered your image
open the render tree, connect your rendered image to the diffuse and ambient subnodes.
in the image node select the cameraUV
don't move the camera!
freeze the highres
Hope, it will work
M
guru_meditation
04-30-2003, 06:52 AM
hi there!
sorry for buggin' u again, but i still not got it.
your explanation (u confound the low and highres wing in your last post, but that was not a problem) is clear to me, but my problem is that the lowres wing, to which i want to project the texture from the highres wing, consists of about 20 grids. i highlighted only a view of them in the screenshot. they'r not merged. i have to keep' em seperate for the animation. but as soon as the projection is done i'll freeze it to make the texture stick to the grids. (please correct me if this is a wrong idea)
the problem is that if i select the lowreswing-null that contains the grids and try to put a camera projection on it, it doesn't work.
are u sure this is the way to do it? maybe i have to make the grids a group and put the projection on the group?
i'll play around a bit, would be cool if u could give me another comment about this.
big THX for the help so far!
cya!
marci2001
04-30-2003, 01:29 PM
merge the grids into one single polymesh
project the texture onto them
divide the polymesh
Best Regards
M
guru_meditation
04-30-2003, 02:06 PM
ok, i'll try that.
i only hope that the merging and dividing does not effect the chains path's that drive the wing animation. i fear that the weight information on the grids may be lost/confused after merging and dividing!?
well, i'll have a look at this when im back home...
thx and bigups to yourself for the help!
marci2001
04-30-2003, 03:07 PM
keep the original grids, and after dividing the polymesh simply copy the weight's from the old ones onto the new ones
if you can't, try to copy the texture from the new ones onto the old ones. (drag and drop)
M
CGTalk Moderation
01-15-2006, 12:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.