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View Full Version : Loft Nurb Angle Offset Mesh UV Subdivision


Continuumx
12-21-2008, 04:21 AM
Is there a method to offset the Mesh UV Grid pattern by a given angular rotation?

The area I am referring to is the skin that is developed over a series of spline objects that are then placed under a Loft Nurb, the task would be to rotate the pattern of UV subdivision to something other than the given arrangement.

Continuumx
12-21-2008, 05:00 PM
Here is an image of what I am trying to do with the loft nurb:

http://img114.imageshack.us/img114/6144/changegridpy2.jpg (http://imageshack.us)

The idea is to rotate the grid setup by the loft object over the skin between the two splines.

LemonNado
12-21-2008, 06:02 PM
This twists the polygons, the UV mapping 'follows' the polygons.
http://www.onesmall.com/stuff/dothetwist.jpg
Rainer

Continuumx
12-21-2008, 06:32 PM
Thanks Lemonado,

Although it twists the polygons, it also twist the general shape of the object. A deformer that works only on the polygons and not the overall shape would be great or just an angle offset for the Loft Nurb.

Another option is to use FusionThing to basically remap the polygons with diamond pattern or something.

SonjaJ
12-22-2008, 07:38 AM
Hi Continuumx,

You could rotate your spline's.

Sonja

Per-Anders
12-22-2008, 07:44 AM
Or use the MoGraph spline wrap, which doesn't shrink in points and has controls for twisting, or use joints and a skin set to spherical falloff, or use the Mocca Shrinkwrap deformer to shrink a different mesh form onto the original shape...

Continuumx
12-31-2008, 12:19 AM
Thanks SonjaJ and Per, the suggestion of Mograph and spline wrap works nicely except for the case where I have a custom object defined by rings that can be loft to form a skin. I am using Mograph and an array of effectors to give form such that it is not an easy case to simulate with the spline wrap.

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12-31-2008, 12:19 AM
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