3d Max Texture burn? 2004-02-27 - By Neto
Back The basics is. You have the destination model (the one that'll receive the UVs), and the source model (the one you'll copy the UVs from). Both models have the same geometry, but if you look at their vertexlists, they're differently ordered, and might have different lengths.
You loop for every face in every mesh in the destination model, and find which faces in all meshes of the source model use the very same vertices (you might also want to compare the normal direction, if you want to support two faces in the same position, but facing opposite directions). If they match, you copy the UVs for each face vertex from the source model into the destination model's texturecordinatelist.
Here are the handlers I use to do so. Notisce it won't change anything visually, because it's sole purpose is generate a list of texture coordinates per mesh that can be loaded by another function (just model.meshdeform.mesh[n].texturelayer[2].texturecoordinatelist = newTextCoordList[n]):
on convertTextureCoordinates sModel, dModel --Initial setup sModel.addmodifier(#meshdeform) repeat with i = 1 to sModel.meshdeform.mesh.count sModel.meshdeform.mesh[i].texturelayer.add() sModel.meshdeform.mesh[i].texturelayer.add() sModel.meshdeform.mesh[i].texturelayer.add() end repeat
dModel.addmodifier(#meshdeform) repeat with i = 1 to sModel.meshdeform.mesh.count dModel.meshdeform.mesh[i].texturelayer.add() dModel.meshdeform.mesh[i].texturelayer.add() dModel.meshdeform.mesh[i].texturelayer.add() end repeat
--Major error check if sModel.meshdeform.face.count <> sModel.meshdeform.face.count then alert "# faces are different" abort end if
--Build the source model data list sMeshList = buildDataList(sModel)
--Build the converted destination model data list dMeshList = buildDataList(dModel)
--Generate progress check data tCount = 0 tTotal = 0 repeat with i = 1 to dMeshList.count tTotal = tTotal + dMeshList[i].face.count end repeat
--Convert the texture coordinates repeat with m = 1 to dMeshList.count dMesh = dMeshList[m] repeat with f = 1 to dMesh.face.count dFace = dMesh.face[f] dFaceVertices = [dMesh.vertexlist[dFace[1]], dMesh.vertexlist[dFace[2]], dMesh.vertexlist[dFace[3]]]
--Find corresponding face on sModel repeat with sm = 1 to sMeshList.count sMesh = sMeshList[sm] repeat with sf = 1 to sMesh.face.count sFace = sMesh.face[sf] sFaceVertices = [sMesh.vertexlist[sFace[1]], sMesh.vertexlist[sFace[2]], sMesh.vertexlist[sFace[3]]]
--Checks if both lists have the same items, and returns the ordering (can be different) tCompared = arrange(dFaceVertices, sFaceVertices)
if tCompared[1] then --If similar, copy the texturecoordinates from the source model to the destination model --using the ordering from the source face tOrder = tCompared[2]
dMesh.texturecoordinatelist[dFace[1]] = sMesh.texturecoordinatelist[sFace[tOrder[1]]] dMesh.texturecoordinatelist[dFace[2]] = sMesh.texturecoordinatelist[sFace[tOrder[2]]] dMesh.texturecoordinatelist[dFace[3]] = sMesh.texturecoordinatelist[sFace[tOrder[3]]] end if end repeat end repeat
global percent tCount = tCount + 1 percent = integer(tCount / float(tTotal)*100) updatePercent() end repeat end repeat
--prepare texturecoordinatelist for delivery tList = [] repeat with i = 1 to dMeshList.count tList.append(dMeshList[i].texturecoordinatelist) end repeat
return tList end
on arrange list1, list2 --Compares two 3-tem lists for similarity, even in different orders. --Returns a list with two items. The first is a boolean, and tells if the lists --have the same items. The second item is a 3-item list with the order --the items in list2 maps into list1 tResult = [0, []]
tResult[2] = [list2.getOne(list1[1]), list2.getOne(list1[2]), list2.getOne(list1[3])] if tResult[2].getOne(0) = 0 then tResult[1] = 1
return tResult end __ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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