Hi everyone

thanks very much everybody especially Fabrice, I have got it working.
it was me giving 0-image width or height, u, v coordinates.
Please take a look at the now properly textured 3d face.
I will post the code up as soon as I've ironed out a few bugs

cheers, Corin.


On Nov 15, 11:19 pm, Fabrice <[EMAIL PROTECTED]> wrote:
> the uvs must be zero/one based, thats why you get that offset
>
> u = 1/width image
> v = 1- 1/height image
>
> but on top of my head
>
> if you have a for instance if you work by colums a sort of a quadface  
> information
> like
>
> a     b
>
> c     d
>
> then face is cab then cbd
>
> if the face is inversed
>
> do then acb and bcd
>
> look at one of the extrude classes, especially where vlue flip is  
> used,  there are also details on the face order
> for the uvs
>
> Hope it helps
>
> Fabrice
>
> On Nov 15, 2008, at 11:40 PM, corin_w wrote:
>
>
>
> > Basically one of the guys from littlebigplanet released some source
> > code for the scanner that he had made as an experiment, im trying to
> > port this over to flash.
> > the scan is made from 3 photos of the subject with stripes projected
> > onto it. the stripes are sinusoidal so when you add all of them
> > together you get a plain black and white photo of the subject. this is
> > the texture.
> > basically the code scans across each pixel in the 3 input images and
> > measures the average difference between that pixel and its neighbours
> > and so can tell where in a projected stripe that pixel lies from the
> > distortion of this by the uneven surface on to which the line pattern
> > is projected it is possible to triangulate the depth of that pixel.
> > the part of the code that creates the mesh simply steps through the
> > pixels of the image column by column and generates a vertex at that
> > x,y value with z being the triangulated value.
> > u and v are also the x y coordinates.
> > if I make the size of the triangles very large and put a vertex a step
> > of every 50 pixels it is possible to see the border between the yellow
> > and blue squares on the texture moving up and down the faces as if
> > there is some error in the way that the textures are being
> > transformed.
> > what values should u and v take? x and y of the image or something
> > weird?
>
> > On Nov 15, 7:11 pm, Fabrice <[EMAIL PROTECTED]> wrote:
> >> Can you pass in the object int {material:mat, debug:true}
> >> so that we can see the faces?
> >> Even if faces would be overlapping, this mesh do not have the propper
> >> face order and have wrong uv mapping.
> >> Is it possible that your scan is considering a certain volume in  
> >> space
> >> and that the uvs values are based on this? Most info is coming from  
> >> the
> >> top of the image, or is it doing a 180 degree scan on the x axis?
>
> >> Looking at the the first model showing with no dought a face, I'm  
> >> 100%
> >> positive that if you arrange the vertexes per row and pass it to the
> >> Skin class
> >> that it would work. However if your vertex lists are too unequal to
> >> feed the class then I would consider project from a plan x/y and
> >> define the uv's from the vertexes.
> >> But then the uv's would no longer respecting the scan.
>
> >> Can you extend a bit on the " 3d scan of a face ported to as3 from
> >> Processing"
> >> What is exactly coming out Processing? How is the convertion to Away
> >> done?
> >> Can you paste one or two lines of a face definition generated by
> >> Processing?
>
> >> Fabrice
>
> >> On Nov 15, 2008, at 6:38 PM, Peter Kapelyan wrote:
>
> >>> Hi,
>
> >>> For some reason it looks as though there are two sets of faces on
> >>> top of each other, or basically two of the exact same model
> >>> overlapping each other, when I zoom in i see some faces go from
> >>> green to red (the same "triangles").
> >>> That happens when two of the exact same object are both in the scene
> >>> in the same place.
>
> >>> Using Fabrices test, you see your object isnt using the whole  
> >>> texture.
> >>> Is there some way you can test this with lower resolution data? By
> >>> using less info you might be able to see exactly what is going
> >>> wrong, I had to zoom in to tryt o see what may be going on.
>
> >>> If you tried something with say only 10 triangles that use the whole
> >>> texture, it might be easier to pinpoint the problem(s).
>
> >>> By the way, I read about this experiment that you started several
> >>> months back, last week. I would love to see you make it happen in
> >>> Flash, it is an awesome idea!
>
> >>> -Pete
>
> >>> On Sat, Nov 15, 2008 at 11:36 AM, corin_w
> >>> <[EMAIL PROTECTED]> wrote:
>
> >>> Hi,
>
> >>>http://corinwilkins.co.uk/face.html
> >>> uploaded a new version with a very simple background strange  
> >>> goings on
> >>> still ongoing
> >>> will updating my version of away 3d beable to fix this?
>
> >>> On Nov 15, 1:21 pm, Fabrice <[EMAIL PROTECTED]> wrote:
> >>>> why dont you try a simple BitmapMaterial just to be sure its not a
> >>>> mapping issue?
> >>>> To make a  quick check of the uvs, just make a texture divided
> >>> with 4
> >>>> colored rects, each a 1/4 of the source rect, then center, where 4
> >>>> squares meet
> >>>> should be located at +- the "nose" of the model if the uvs are
> >>> right.
>
> >>>> And I see you use an old version of the engine, 1.9.4, you should
> >>> run
> >>>> the latest trunk, many fixes and enhancements
> >>>> were made since that release.
>
> >>>> Fabrice
>
> >>>> On Nov 15, 2008, at 1:59 PM, corin_w wrote:
>
> >>>>> Hi,
>
> >>>>>http://corinwilkins.co.uk/face.html
>
> >>>>> this is a 3d scan of a face ported to as3 from processing, on
> >>> the left
> >>>>> is the texture that should be mapped onto the face, but as you
> >>> can see
> >>>>> something isnt quite right.
> >>>>> the uv coordinates are almost certainly correct i can only think
> >>> its a
> >>>>> lighting issue as there is a flicker on the chin of the face at a
> >>>>> certain rotation.
>
> >>>>> any ideas?
> >>>>> cheers, corin
>
> >>> --
> >>> ___________________
>
> >>> Actionscript 3.0 Flash 3D Graphics Engine
>
> >>> HTTP://AWAY3D.COM

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