View Full Version : material: sliding problem
::r|[o:: 07-17-2003, 09:24 AM Hi,
how do I prevent the sliding of my material when I move or rotate the bones in my model. For example when I rotate the head the material stays behind :hmm:
This is my modifier stack:
- edit mesh (for further detailing mat IDs on high poly mesh)
- meshsmooth
- edit mesh (for assigning mat IDs on low poly mesh)
- skin
- edit mesh
- morpher
- editable poly
Hope you understand my problem.
Thanks!
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FabioMSilva
07-17-2003, 09:36 AM
yup i know what u´re talking about. i get the same problem.
Equinoxx
07-17-2003, 09:45 AM
place all your material related modifiers BELOW the skin modifier.
that should do the trick.
::r|[o::
07-17-2003, 12:52 PM
Thanks so far. But I guess I can't just place new, or move my old material (edit mesh) modifiers below the skin mod, without reskinning my character right? Is there maybe a workaround for this?
I really hope so, because I'm not looking forward to skin this sucker all over again.
Where is your UVW Mapping/Unwrap UVW for mapping coordinates? You must use this to allign bitmaps, and using procedurals can cause sliding.
::r|[o::
07-17-2003, 07:55 PM
Ok, I gave it a try with the uvw-map modifier (still hoping I don't have to reskin my character), so now my stack looks like this:
- uvw mapping
- edit mesh (for further detailing mat IDs on high poly mesh)
- meshsmooth
- edit mesh (for assigning mat IDs on low poly mesh)
- skin
- edit mesh
- morpher
- editable poly
In the uvw-map modifier I've set the mapping type at 'xyz to uvw' and gave it the same map channel number as my material ID (don't think that was necessary, though). In the material editor I've set the 'source' to 'explicit map channel' with the same channel number as in the uvw-map modifier. But it still doesn't work... Did I miss a step maybe? Or is it simply not possible with the way I arrange the modifier stack (especially the top part with the edit meshes and meshsmooth)? Or is it not possible at all with procedurals? I can hardly imagine that... :shrug:
Reality3D
07-17-2003, 09:01 PM
Hi ::r|[o::
Put the uvwmap with xyz to uvw(like you have now) before the skin modifier and it should work. And by the way, the material id is not related with a map channel
gjpetch
07-18-2003, 08:27 AM
Using an unwrap UVW above any animation modifiers locks the UV coords. Not really neccisary in your case but it is a good thing to know.
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