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metahumanity
12-17-2008, 03:12 AM
Hi friennds, it's been a long time since I last posted here, but I have been following LW development and the forums regularily.

I have to say I am very impressed with what I am seeing in the LW9.5 videos, congrats to NT.

I have the following question which I haven't seen covered, I guess this one goes directly to William, but feel free to chime in if you know a workaround.

I'd like to know if it's possible to morph UVmaps, so that the geometry slides locally over a map.

Thank you in advance for your time :)

Chris

metahumanity
12-17-2008, 11:14 AM
Ok, I guess that means "No"?

:help::help::help:

Castius
12-17-2008, 11:45 AM
Maybe with nodes but I'm not sure.
But it's probable easier to just use a null as reference.

metahumanity
12-17-2008, 02:32 PM
Hi and thanx for answering.

Your solution would glide the whole texture under the geometry. What I want to know is how to move only certain points of a mesh to glide over the UV texture.

Straight UVmorphs applied in the UV window, that dont affect the mesh but only the texture placement of the morphed points ON the UVmap, that~s what I'm looking for.

I suppose that would require a new morphtype in LWs geometry format.

As to workarounds, I can only imagine similarr setups that would only result in blending betwen two displacements (or through two objects with classic morps, but not in points gliding over the UV from one position to another.

Just playing with some ideas that could result in interesting tendon and muscle gliding on complex dspacement maps.


Maybe with nodes but I'm not sure.
But it's probable easier to just use a null as reference.

Castius
12-17-2008, 03:35 PM
I believe what your looking for can be done with nodes. But I'm not sure you would do it the way your thinking. You wouldn't be editing the UV directly but editing the texture based on your UVs. It would be the same result in the end.

http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html

metahumanity
12-17-2008, 05:03 PM
Wow, thx for that link. Could work with masks on top of it. I'll have to wrap my head arund nodes, which make my head hurt, to be sincere.

Alo, for several reasons, I'd need a solution that uses oly native tools.

Another idea I had was a variation of Tarons' Neckling technique.

Take a look (http://forums.cgsociety.org/showthread.php?f=92&t=187770)

In essence for that all relevant muscles and tendons would have to be separated into individual maps and bound to bones. However, bones are linear deformers, but some muscle deformations and glides are curved around joints and bones, which brings me to my next question.

Can (preferably UV) textures be bound to whole bonechains to deform along along them? Or maybe splines? So that for example only the middle of a tendons texture deforms on the UV coordinates and the ligament areas stay put?

Just throwing around some ideas here, would be very happy to get some input.





I believe what your looking for can be done with nodes. But I'm not sure you would do it the way your thinking. You wouldn't be editing the UV directly but editing the texture based on your UVs. It would be the same result in the end.

http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html

metahumanity
12-17-2008, 05:23 PM
Oh, just found an interesting thread describing what you said, Castius.

UV morphing (http://www.newtek.com/forums/showthread.php?t=85719)