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.
ReprojectUVW( [InputObjs] ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String | List of objects and UV
properties (texture projections).
Default Value: Current selection |
' 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." |