Malo Posted June 23, 2015 Share Posted June 23, 2015 Hello,In the windows of Decals, I have a way to detach CP of each other (Ctrl click). But I don't find a way to paste them again. Is it possible?It is also possible to exclude a patch of Decals (Remove decals...), but I don't find a way to import a patch in Decals. Is it possible? I ask this, because when I modify a textured model, I lose patches in Uvs. So I try to found a way to repair the UVs. Thank you in advance for the answers Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted June 23, 2015 Share Posted June 23, 2015 But I don't find a way to paste them again. Is it possible? I have found it is very tricky to reattach them. BUT sometimes I find that if I zoom in real close in UV editor, and position the detached CP over the other CP and then ctrl click, then let go, and then click on Cp again - it appears that they are reattached (not exactly sure of sequence - because sometimes I get it to work and sometimes not) It is also possible to exclude a patch of Decals (Remove decals...), but I don't find a way to import a patch in Decals. Is it possible? I would restamp the patch. But I think you are looking for a different answer. Perhaps you can see a way to mimic the original stamp data? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 23, 2015 Hash Fellow Share Posted June 23, 2015 Hello, In the windows of Decals, I have a way to detach CP of each other (Ctrl click). But I don't find a way to paste them again. Is it possible? I don't think you should be doing any editing of the mesh in the decal window. You can move CPs around but not changing connections. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted June 23, 2015 Share Posted June 23, 2015 Hello, In the windows of Decals, I have a way to detach CP of each other (Ctrl click). But I don't find a way to paste them again. Is it possible? I don't think you should be doing any editing of the mesh in the decal window. You can move CPs around but not changing connections. Malo is talking about the UV assignments for patches, I believe - not detaching cps in the mesh - it's actually quite a wonderful new feature (18M, but appeared in earlier version of 18) Quote Link to comment Share on other sites More sharing options...
Malo Posted June 23, 2015 Author Share Posted June 23, 2015 Thank you for the answers. Nancy, thank you for the tip , I did not know this possibility. It is actually possible to attach two or three CPS but attach 4 CPs it seem impossible, it detached one to attach it to third. Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted June 23, 2015 Admin Share Posted June 23, 2015 I don't think you should be doing any editing of the mesh in the decal window. You can move CPs around but not changing connections. As the 'mesh' in the Decal editor isn't the same mesh as the model it can be manipulated without concern for the model's mesh. As such they can be moved around to any location... rotated... whatever. Obvioulsly the image associated with the orientation, size, etc. will need to be altered to meet visual expectations. Added: I do wish we could adjust biases in the decal editor because those sure like to maintain their original orientation. This surface definition robustly supports u-v texture mapping through a process very similar to the one described for solving the surface. Each patch has a list of the texture maps that occupy it. These texture maps include their original, twelve control point anchoring information (called "platts"), that are split simultaneously as the patch is split. The coordinates are normalized in x and y (but not z) so that different sized maps can use the same anchoring information. Rendering implementations that do not support multiple maps can have their maps coalesced and saved on a per patch basis. Similarly, implementations that are speed critical can also pre-calculate a single map per patch. I suppose one way to get an 'extra' platt section for use in the decal window would be to model it in as extra from the beginning. As it wouldn't be used in the model it could then be tricked into service. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted June 23, 2015 Share Posted June 23, 2015 Can either apply another stamp - or apply another decal (could then make color =0%) (BTW, one can also rearrange decals in priority order (last applied takes precedence), by dragging in PWS. But best to do without windows open, and be sure to save, reopen model) Quote Link to comment Share on other sites More sharing options...
Malo Posted July 6, 2015 Author Share Posted July 6, 2015 tinkering , I managed to fix my UV . For this I wrote two small tools, if someone can be interested , here are the two tools: The first allows peak UVs (http://treser.net/AnimationMaster/2015/export/MDLPasteUVDecals.zip )... Peak UVs is not the better to keep the power of the patches, but if you want to edit your UV, rotate, scale, move, detach, attach (your UV will be deformed)... so this tool will be usefull, because if the splines are deformed, you can peak your UV more time you want.To peak your UV : Open the HTML file. Importing the MDL , save the new mdl, and voilà. . The second tool ( http://treser.net/AnimationMaster/2015/export/MDLPeakUVDecals.zip ) is used to import the missing patches from UV .It can be done if your UV is peaked.before importing the MDL by htlm page , name the stamp that contains holes : " hole" . and create a new stamp with only patches that are lacking, and appoint the stamp: "paste" . Open the HTML file, import the mdl file , convert, save the new mdl file. Import your mdl in Animation master, move attached, detach the CP of the UV, save, export and use the Peak UV tool, to clean the UV. Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted July 6, 2015 Admin Share Posted July 6, 2015 Malo, Is there a specific browser to use for those? I'm getting a black screen upon opening the html index file. Perhaps the page can't be loaded locally in a browser but needs to be on a live site? I'm seriously impressed that you can do things like this. I like the idea of peaking first before applying decals. Update: Interestingly, the html is viewable in Dreamweaver although the code wont run. Update 2: I was able to run everything successfully via Adobe Edge Animate. Success! Perhaps I have a setting that is blocking access via normal browsing. Quote Link to comment Share on other sites More sharing options...
Malo Posted July 7, 2015 Author Share Posted July 7, 2015 Hi Rodney, yes it seem to be a restriction of the browser. I use Construct2 to create the javascript and the Htlm5 files. This files are create to be on a server to be used via browser, but I can open the htlm with firefox directly, but not with chrome. Perhaps it is possible to configurate chrome to open the htlm directly, but i don't know how to do it. If you can opened it via Adobe Edge Animate, that is graet Quote Link to comment Share on other sites More sharing options...
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