texture
If a texture projection operator is reading from somewhere above
the Modeling region, StickUVW changes the texture projection
operator to read from the top of the Modeling stack (so that UVs
are computed after modeling deforms but before shape animation or
enveloping). Textures using these coordinates will appear to stick
as the object is deformed by shape animation or enveloping.
StickUVW takes a list of objects and UV properties (texture
projections) as input. If an object is a primitive, such as a mesh
or a NURBS surface, the command changes the current UV properties
used by the materials (see Material.CurrentUV) assigned
to the object. If a texture projection does not have an operator
(because the operator was frozen), the command has no effect.
StickUVW( [InputObjs] ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String | List of objects and UV
properties (texture projections).
Default Value: Selected objects |
' Create a sphere with a texture and an XY projection. CreatePrim "Sphere", "MeshSurface" CreateProjection "sphere", , siTxtDefaultPlanarXY, , "Texture_Projection" BlendInTextureLayers , , 1, True, siReplaceAndNoBlendInTextureLayers SetDisplayMode "Camera", "texturedecal" ' Create a skeleton and envelope it with the sphere. Create2DSkeleton -4.12810223136029, -2.64625212911425, 0.264625212911426, 0.95263897646775, 3.19920033519785, -0.319920033519786, -5.71059313749964, 0, 0, 4 AppendBone "eff", 5.9143003122372, -3.23869663563226, 0.323869663563226 ApplyFlexEnv "sphere;root,bone,bone1,eff", False, 2 SelectObj "eff", , True Translate , -4.64411501028021, 0.276474103041814, -2.76474103041813E-02, siRelative, siView, siObj, siXYZ, , , , , , , , , , 2 SaveKey "eff.kine.local.posx,eff.kine.local.posy,eff.kine.local.posz", 1 Translate , 5.19982107988636, 0.118488901303611, -1.18488901303611E-02, siRelative, siView, siObj, siXYZ, , , , , , , , , , 2 SaveKey "eff.kine.local.posx,eff.kine.local.posy,eff.kine.local.posz", 80 SetValue "PlayControl.Current", 2 Refresh SetValue "PlayControl.Current", 1 ' Make the UV swim by making the texture projection operator read from the top of the operator stack, ' so that it is applied after the object is enveloped. SwimUVW "sphere" MsgBox "The projection is evaluated after the enveloping, so the texture swims on the surface." SetValue "PlayControl.Current", 50 Refresh MsgBox "Note that the texture swam on the surface when the bone moved." ' Make the texture stick so that it is no longer affected by the enveloping. StickUVW "sphere" MsgBox "StickUVW was called, so the projection is now evaluated before the enveloping. Click OK to see the bone animated." ' Play the animation back: the texture is not affected by the enveloping. PlayForwardsFromStart |