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Texturer
Posted: 04 February 2008 02:30 PM   [ Ignore ]  
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Any idea if the old ObliCard’s Texturer socket will be updated or replaced with a wonderful new Igor’s tool...?

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Posted: 05 February 2008 11:54 AM   [ Ignore ]   [ # 1 ]  
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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?

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Posted: 05 February 2008 01:37 PM   [ Ignore ]   [ # 2 ]  
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Hi, Richard

richardjoly - 04 February 2008 02:30 PM

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 wink 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 wink 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.

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Posted: 05 February 2008 07:50 PM   [ Ignore ]   [ # 3 ]  
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Hi Richard,
The only way I am aware of is to start with all of your puzzle pieces assembled.

(I am assuming it’s a jigsaw puzzle)

Also make a rectangle the same size as the completed puzzle. (you’ll turn this off when you render)

Apply your image to the large rectangle (this scales the image properly)

Then select the material ball in the material info window and “copy”

Select the first of your puzzle pieces in the project window and “paste”.

Select the next Puzzle piece, and “paste” again.

Repeat 446 more times wink

Painful, but it should work.

Good luck

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Work Hard, Render Fast, Retire....er...Render Some More.

http://www.arketypedesign.com

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Posted: 05 February 2008 09:06 PM   [ Ignore ]   [ # 4 ]  
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Dave - 05 February 2008 07:50 PM


Painful, but it should work.

Good luck

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…

Thanks

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Posted: 07 February 2008 07:44 AM   [ Ignore ]   [ # 5 ]  
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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 grin

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Posted: 07 February 2008 09:00 PM   [ Ignore ]   [ # 6 ]  
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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…

FelixCat

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Posted: 08 February 2008 07:41 AM   [ Ignore ]   [ # 7 ]  
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We tried to check. Please correct us if something wrong. Test steps:

- create a new project, create UberShapes: Plane and 2 or more Cubes; Be sure all UVs are OFF

- apply a texture to Plane. Set “world coordinate” = ON for this texture

- in Material Dialog of Plane group press “Create New Master”

- link all cubes to new Master Material

- render

What does not work?

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Posted: 08 February 2008 09:49 AM   [ Ignore ]   [ # 8 ]  
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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.

http://www.rdn.qc.ca/EIAS/JigsawTest.zip

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Posted: 08 February 2008 10:08 AM   [ Ignore ]   [ # 9 ]  
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Hi Igors,

I just do a quick test, this is what i found…

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

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Posted: 08 February 2008 10:27 AM   [ Ignore ]   [ # 10 ]  
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Hi Richard,

a quick test, I use copy & paste , EI7

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Posted: 08 February 2008 11:29 AM   [ Ignore ]   [ # 11 ]  
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Thanks for the test Loon. Can you bring your computer to my place tonight?  grin

I tried again with World coordinates on and off, with Master material and then with Copy and paste: No go.

Quad IntelMac, 10.5.1 EIAS 7.0.0

Could this be a Mac thing? This used to be so simple…

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Posted: 08 February 2008 11:33 AM   [ Ignore ]   [ # 12 ]  
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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

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Posted: 08 February 2008 11:56 AM   [ Ignore ]   [ # 13 ]  
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Richard, if you want i can fedex to you smile
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.

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Posted: 08 February 2008 12:29 PM   [ Ignore ]   [ # 14 ]  
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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!

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Posted: 08 February 2008 12:50 PM   [ Ignore ]   [ # 15 ]  
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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

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