I have a jigsaw puzzle model with 448 pieces that I want to animate. It is a FormZ model and has no UV. All pieces must be textured so, when the puzzle is completed, a complete image is revealed. (Usually, that’s what puzzles do...) This was a simple task with ObliCard’s Texturer. Any suggestions as how I should proceed without it?
Any idea if the old ObliCard’s Texturer socket will be updated or replaced with a wonderful new Igor’s tool...?
We’ve no idea what tool you talk about No plans to write UV plug-ins in near feature.
richardjoly - 05 February 2008 11:54 AM
I have a puzzle model with 448 pieces that I want to animate. It is a FormZ model and has no UV. All pieces must be textured so, when the puzzle is completed, a complete image is revealed. (Usually, that’s what puzzles do...) This was a simple task with ObliCard’s Texturer. Any suggestions as how I should proceed without it?
IMO it’s better to have flexible plug-ins instead of “all in host”. However, all is up to point. For this task: is a plug-in really better/easier? At least you need to link 448 groups to it Also a plug-in should create UVs, it eats memory and overrides original UVs maybe needed for other textures. Thus a better solution IMO is to have a “normal” world texture in EI8. Jens talked about this many times. Of course, it will be EITG solution to develop this feature or not.
Yes Dave it should work. That’s how it was done before Texturer. I did exactly that before asking for help but it did not work...! The texture comes centered on each pieces all it keeps is the size. I will try again tomorrow with version 7 and 6. Maybe it’s a 7.0 thing. I will also try texturer with an older version and export the model textured. It might hold…
I tried exporting my model textured with “Texturer” to EIAS 7… It has lost the texture. I knew it would but I had to try…
Now it seems the only way to map it is to make individual little maps for every pieces in Photoshop… I’m on it… Patience Rick, patience…
I also found out who made Texturer: Alexey Kondratiev. The maker of image2mesh… I don’t expect a UB port very soon
Well, that is really odd, Richard.
I allways before applied an image to the large rectangle (for fitting the image properly) and copy paste to each little ofject, and the texture keep size and position. Now, in EiAS 7, it doesn´t work anymore. :(
We moust be missing something…
Felix: I wonder since when this trick does not work...? Was it working in 6.5? I can’t remember.
Igors: Yes the trick works with Ubershapes even when “Use UV Space” is not selected. Is this because UberShapes have “built in” UV info? My Model does not have UVs but the trick used to work anyway. Here are 4 pieces from my model if you have time to check. Maybe I’m missing something obvious. No hurry, it’s a private project. Thanks.
1. master material with world coordinate do work with ubershape, but not with the imported model, strange, maybe there is some other way to accomplish it
2. the master material with world coordinate won’t “stick” the texture to the group, richard can’t animate the puzzle with this
3. the old copy paste still work with me in EI7 (PC), and the texture is stick with the group, rotate & move without any problem
Hi, again
after a quick test, i can confirm yhloon and Richard, an Igors. With Ubershapes works, with models imported (7 simple blocks from EiModeller) no. Weird.
I´m on MAC BTW.
FelixCat
Richard, if you want i can fedex to you
but that will be too expensive to deliver from my country to Canada $$$$
did you select the base object’s material ball in the material editor, and than copy, select one of the puzzle, than select the material ball than paste.
Solved!
Thanks so much Loon! No need to send the computer now…
I copied the reference ball then pasted on the other groups in the left groups list. This is how I did it before and it seems Felix used to do the same.
The right way is as you described: Copy the material ball then select the material ball of each group to paste it in. A little longer to do but my problem is now solved. Thanks a lot!
Yeah, copying the reference material ball and pasteing in the material ball of each piece, one by one, works. But there is no way for doing this fast with a large amount of pieces.
:(
FelixCat