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3d Max Texture burn?

3d Max Texture burn?

2004-02-26       - By Neto

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

As Barry mentioned, there is a small problem with this approach: export the
model again and the texturecoordinatelist/vertexlist will have a totally
different order, and sometimes even a different amount of entries. That
makes it impossible to play copy the UVs from a model to another.

You'll need to do some lingo work to re-order the texturecoordinatelist from
a model so it'll match the other model. That can be done by checking which
faces have their vertices in the exact same position in both models, and
generate a new texture coordinate list in the proper order. Such operation
can take some time, so it's a good idea to store the resulting coordlist
somewhere (parent scripts, field members, or in the .userData property of a
3D member), so you can plain load it.

You'll also need to "split" the UVs in the destination model, to ensure
there are enough entries in the list to accomodate all the UVs from the
source model.

-- -- Original Message -- --
From: "Geordie Moffatt" <geordiemoffatt@(protected)>
To: <dir3d-l@(protected)>
Sent: Thursday, February 26, 2004 9:06 PM
Subject: Re: [Dir3d-l] 3d Max Texture burn?


> Has anyone tried to export a model from Max with UVs on multiple mapping
> channels?  This would be an easy way of getting different UVs for the
> texture and the shadow map into Director.  If not, you could always:
>
> - Duplicate the model, then
> - give it a plain white material, then
> - bake it's texutre, then
> - export the origional model and the shadow mapped model to Director, then
> - rip off the texture coordiates and textures from the shadow mapped model
> and apply them to the normal model.
>
> GM
>
> -- -- Original Message -- --
> From: "Neto" <neto@(protected)>
> To: <dir3d-l@(protected)>
> Sent: Friday, February 27, 2004 7:02 AM
> Subject: Re: [Dir3d-l] 3d Max Texture burn?
>
>
> > > Then you rebuild in lingo at runtime (or save out using
> > > filesavemode, although personally I've never got that
> > > to work but not really spent long trying). It's all
> > > pre-processing so no big deal.
> > >
> > > Barry
> >
> > Filesavemode, unfortunally, won't save texturecoordinatelist changes :/
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