View Full Version : Vertex paint?
JamesMK 06-30-2003, 08:37 AM I've been searching high and low, but couldn't find one single bit of information about how to do vertex painting in Cinema...
I found a checkbox for it in the settings for the selection tool, but that's about it. If anyone could just briefly mention how it's supposed to work, I would appreciate it!
And please tell me that it's part of the core, not BP :D
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Per-Anders
06-30-2003, 08:43 AM
just tick the cleck box, keep the select tool active, and set yourself in Point mode, then paint. Vertex painting is is really weight painting in cinema as there's no color setting just weight. but you can use plugins like dirtynuts and its' vertexmap shader to use vertex maps for your shaders (as masks, or for tinting or whatever you want really).
btw it creates a vertexmap tag, which you cna have as many as you like of.
JamesMK
06-30-2003, 08:50 AM
Aha! Thanks a lot, madame!
That explains a lot actually... So, I could have several different VM's, and then have different materials affected (masked) by separate VM's? That is ultra-powerful!
And yeah, I was looking for weight-painting yesterday when I was playing around with bone deformations... It escaped me for quite a while, but then I discovered it's.... Claude Bonet? I could see the pun of course... :D Claude Monet's best friend, the bone-painter, LOL, very funny :)
calude bonet is like the second generation of vertex painting. infinetely easier to use.
LucentDreams
07-01-2003, 04:16 AM
CB is only for skinning though where vertex maps can be used for a lot more. A whole huge gigantic lot more.
doug reichert
07-01-2003, 06:39 PM
kaiski-
please elaborate. especially with regard to v.7
thanks.
LucentDreams
07-01-2003, 07:19 PM
For instance you can use vertex maps to restrict any deformer to a certain area of a mesh, Dirty nuts, Di tools, Super Nurbs, vertex maps are simlpy a weighted selection tag really, where R8's CB maps are strictly for weighting mesh to bones nothing more.
Phasmatis
07-01-2003, 07:33 PM
Originally posted by Kaiskai
For instance you can use vertex maps to restrict any deformer to a certain area of a mesh, Dirty nuts, Di tools, Super Nurbs, vertex maps are simlpy a weighted selection tag really
Hmmm... I never knew that, very interesting.
doug reichert
07-01-2003, 07:40 PM
me neither. the trouble is keeping track of the little buggers. is there a way to display their names other than dragging the cursor over them?
hmm I don't know much about visual selector but it might be possible with this.
doug reichert
07-01-2003, 10:35 PM
i don't think v.7 has that. seems like i should have run across it by now.
AdamT
07-01-2003, 10:42 PM
Originally posted by Kaiskai
For instance you can use vertex maps to restrict any deformer to a certain area of a mesh, Dirty nuts, Di tools, Super Nurbs, vertex maps are simlpy a weighted selection tag really, where R8's CB maps are strictly for weighting mesh to bones nothing more.
But if you have Tag Manager you can convert CB maps to vertex maps and v.v., which is pretty cool.
LucentDreams
07-02-2003, 12:08 AM
yep, and well as blur them, tag manager list them in an easy way to see their names too
As for holding your mouseover to see their names, hold your mouse over and look at the info bar, the names is displayed there.
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