ReprojectUVW
 
 
 

ReprojectUVW

Description

Changes the texture projection operator to read from the top of the Modeling stack (so that UVs are computed after modeling deformations but before shape animation or enveloping). Textures using these coordinates will appear to stick as the object is deformed by shape animation or enveloping.

If the generator already reads from somewhere above the Modeling stack, ReprojectUVW does not change the generator.

ReprojectUVW 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.

Scripting Syntax

ReprojectUVW( [InputObjs] );

Parameters

Parameter Type Description
InputObjs String List of objects and UV properties (texture projections).

Default Value: Current selection

Examples

VBScript Example

' Set up a sphere with a texture and an XY projection.
CreatePrim "Sphere", "MeshSurface"
CreateProjection "sphere", , siTxtDefaultPlanarXY, , "Texture_Projection"
BlendInTextureLayers , , 1, True, siReplaceAndNoBlendInTextureLayers
SetDisplayMode "Camera", "texturedecal"
' After applying the UV property, modify the sphere.
SelectGeometryComponents "sphere.pnt[27]"
Translate , 3.66557060971011, 4.9427099682274, -0.49427099682274, siRelative, siView, siObj, siXYZ, , , , , , , , , , 0
' In the explorer, the tooltip for TextureOp says "reading just above geometry" 
MsgBox "The projection is being evaluated before the MoveComponent operator. Click OK to apply the ReprojectUVW command."
ReprojectUVW "sphere"
' In the explorer, the tooltip for TextureOp now says "reading just above MoveComponent"
MsgBox "The projection is now evaluated after the MoveComponent operator."

See Also

SwimUVW StickUVW CreateProjection CreateSubprojection