> but do you know why i am not able to select all parts of my building in > prefab? sometimes having many objects in front of each other even if not render prevents mouse events. but if you select from render window, by simply pressing the number on left of the row, you will select any mesh registered. If you then set camera target to the selection mesh, you can then hover around / zoom to this mesh.
> Thank you Fabrice the uv cropping is pretty cool ... thx, this Prefab is pretty new, and surprisingly very effective, I hope more will discover and use it. > Do you know if there is a cropping method in c4d, too? I wouln't know. But it dought this is a very spreaded feature as most 3d app simply don't care about web or Flash content. Fabrice On Sep 8, 2010, at 9:19 AM, le_unam wrote: > Thank you Fabrice the uv cropping is pretty cool ... but do you know > why i am not able to select all parts of my building in prefab? i can > select some wall parts etc. but there are complete room cubes which i > cant select, although they are single objects in cinema. Do you know > if there is a cropping method in c4d, too? it would be easier for me > to do it this way. > > On 7 Sep., 16:15, Fabrice3D <[email protected]> wrote: >> Prefab generates a unique dedicated map per mesh. repecting the entry map. >> Because of its prebaking function. >> so either you replace with lower quality map to speed up the export >> or you do nothing and replace the maps after the export with your lower >> quality maps. or you edit the urls into the awd output. >> >> since you have many shapes with different ratios, using your huge map on >> most of them is the easy way of course, not the nicest as on some >> meshes the pixels will be streched, compressed... >> >> Prior to export you could use the uvcropper feature as well in case your >> maps are not 1/1 mapped, it would save you on data if you prebake some images >> or keep them as unique map per mesh. >> Prefab offers you way more than you think once you know how to missuse it :)) >> >> Fabrice >> >> On Sep 7, 2010, at 3:19 PM, le_unam wrote: >> >>> What do you mean with there is no need to do reusing this huge map >>> over and over? would create a seperate texture for every wall? >> >>> On 7 Sep., 15:13, Fabrice3D <[email protected]> wrote: >> >>>> but the main problem is not that its doing this way, as you easly can swap >>>> them afterwards. you model is reusing this huge maps over and over >>>> there is no need to do so.
