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Hash, Inc. - Animation:Master

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Posted

Is there a way to know the direction of a spline? And to change it?

Because it seems there is an impact on the decal :

 

cylindrical.jpg

 

What is the logic about the choice of the spline where that cut the cylindrical decal?

 

The direction of a spline has an effect on the render?

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Posted

Would be new to me, but I have to admit I never tried that before.

Maybe if you change the direction of the normals?

 

See you

*Fuchur*

  • Hash Fellow
Posted
Is there a way to know the direction of a spline? And to change it?

Because it seems there is an impact on the decal :

 

I'm doubtful but can you show an example of a decal reacting to this?

 

 

 

 

What is the logic about the choice of the spline where that cut the cylindrical decal?

 

I'm not sure about this either. It seems to be the spline that is closest to the "back" of the model but not always.

 

If you look at the UV map view after you apply a cylindrical decal you can see some strange choices about where the split happens, but somehow it all fits together in the render.

 

Note that the Repeat X value for a Cylindrical or Spherical decal needs to be 3 to wrap the decal once around the model.

  • Hash Fellow
Posted

I suppose one way to find the direction of a spline is to attach something to it with a path constraint and see where it goes as you increase the ease from 0% to 100%

Posted

Thank you Furchur and Robcat, for your reponses.

 

 

Change the direction of the normals don't change nothing.

 

I'm doubtful but can you show an example of a decal reacting to this?

The trouble come only if you rescale or move the UV.

cylindrical2.jpg

 

I was thinking it was possible to mixed stamps Plane UV with stamp cylindrical UV, to paint the map in a 2D programm, but it was a mistake, the UV cylindrical Map become the master so the map is three.

So it is better to create one map (cylindrical Map) for one decals. :)

  • Hash Fellow
Posted
The trouble come only if you rescale or move the UV.

 

hmmm. That's asking for trouble I think.

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