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Messages - Karei

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General Anim8or Forum / Re: anim8or under WINE (ubuntu)
« on: April 15, 2009, 02:12:22 am »
The anim8or window appeared nicely for several seconds, and then it dissapeared...
i am using anim8or 0.95. Now i will try version 0.97 on my ubuntu intrepid ibex...Oh, it has been long time since the last time i worked with anim8or (in windows).
What should i do?

General Anim8or Forum / Re: It wont bend
« on: January 26, 2009, 10:41:47 pm »
i prefer to create some edges and then rotate-and-move them. It will make the object more simple (for me), and it will make modifying the object become easier

General Anim8or Forum / Re: It wont bend
« on: January 25, 2009, 11:17:22 pm »
use knife to create some edge :D

I don't know, but i think You're right...
I was thinking like that because in my experiment with sphere in creating a very simple head, it worked very well. I have ever posted it before :)

General Anim8or Forum / Re: uv coordinate problem
« on: January 25, 2009, 06:18:52 am »
Well, i get confused :-[
i got 2 results:
pic 1: both the subdivision and converted subdivision are distorted
pic 2: the subdivision is distorted but the converted subdivision works fine :(
If You find it works, would You like to tell me Your method detailly so that i can find my error please?  :-[

Quote from: Raxx
That happens because subdividing deforms the surface and adds more polygons to make it smoother. Anim8or then approximates how the UVs should be placed, but there are limitations on how accurate it can get. There's a way around this...

Take a copy of the subdivided mesh, convert it to mesh, then export to .obj. Now load that .obj file into uvmapper, then save the resulting texture map. Now delete your subdivided copy and apply the texture map you made to the original low poly mesh. Convert the low poly mesh to subdivided and there you go, the texture map matches the subdivided mesh! Now you can paint on the texture map you made and apply it to the object without worrying about unexpected results. Of course, if you keep the low poly mesh unsubdivided, then it'll look funny with the subdivided texture map applied to it.
i have tried it before on another model, and it worked. But in this case (if we apply any projection like planar, spherical, and so on), it can't be done. It will work best if we keep the original uv coordinates. The problem is, an object made from scratch (by creating edge by edge to make a polygon) has no uv coordinate. The sphere, cube and other basic shapes provided by anim8or has uv coordinate, but if we delete it's vertex or edge, and try to redraw it, the uv coordinate of those vertex and lines remain deleted. The examples are below (i marked the lines i deleted with blue circles):

Well, i think so... :(
I need to use my traditional method: cutting edge  ;D
But if we use uv map, we can draw the eyebrows more easily and add gradient on them  :(

Thank You, Captaindrewi
I have problem with it in creating uv map for subdivision :(

General Anim8or Forum / Re: uv coordinate problem
« on: January 24, 2009, 04:17:28 am »
I can't see Your email addres, so i upload my file here :):

Finished Works and Works in Progress / simple head made from sphere ;)
« on: January 23, 2009, 06:54:29 am »
made from 8x8 sphere...
I would like to create the eyebrow with uv map but still don't get any idea about how to do it on this subdivision :( (the uv coordinate is not so good)

General Anim8or Forum / Re: uv coordinate problem
« on: January 23, 2009, 04:52:59 am »
Adding any projections will make me unable to practice the method You told me before (about how to create uv map for a subdivision) :(

General Anim8or Forum / uv coordinate problem
« on: January 20, 2009, 06:24:36 pm »
Hi, i have a problem in texturing...
If i create an object from scratch (not by editing mesh), the output obj. file will have no uv coordinate. The same thing happens in mirroring (only the original part has uv coordinate). I know that there is an option in anim8or to generate uv coordinate for the object, but it won't help me to make texture for subdivision. Does anybody know why this happens or how to solve this?

General Anim8or Forum / Re: Rendering Isometric model with specific size
« on: January 17, 2009, 09:24:09 am »
Thank you for your comments.

As you say, maybe 32px is too small, but if I can do it with 32px then I will be able to do it with other sizes.

Anyway, IŽll keep trying and if I find something useful I will share it with you.
Cool, i think it's worth to know how to do it since i want to create a game with "prerender" method

Finished Works and Works in Progress / Re: First Character
« on: January 16, 2009, 08:52:36 pm »
subdivision character:

Finished Works and Works in Progress / Re: First Character
« on: January 16, 2009, 04:58:39 am »
Hehehe :D
I don't know how to express my happiness today. Firstly i would like to thanks Raxx soooo much for His kindness to tell me a method to make a uv map for a subdivision. Unfortunately there was a missunderstanding in my head when i tried it for the first time so that i can't get a good result. Now i finally found my error and "fix" it :D
I've just tried the method on a simple subdivision and here is the result (the uv map fit the subdivision very neatly)

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