not a solution but a workaround (maybe) - could you make a duplicate of the material/materials for these objects, and include a UV edit in the tree, from which you can transform/animate the UV’s. this would require resorting to texture projection lookup node and use of nodes with inputs for UV coordinates. if the objects share a single or only a few materials, this should be quite feasible.
From: Matt Lind Sent: Tuesday, June 12, 2012 12:32 AM To: [email protected] Subject: RE: Localizing a shared texture projection …and what do we do if the objects don’t have a texture support? (explicit UV) Matt From: [email protected] [mailto:[email protected]] On Behalf Of Grahame Fuller Sent: Monday, June 11, 2012 3:25 PM To: [email protected] Subject: RE: Localizing a shared texture projection If I understand correctly, Get > Property > Texture Projection > Connect to Support, then pick the existing support. You’ll also need to make sure that the textures use the correct projection in the render tree. gray From: [email protected] [mailto:[email protected]] On Behalf Of Matt Lind Sent: Monday, June 11, 2012 06:01 PM To: [email protected] Subject: RE: Localizing a shared texture projection Let me add – without having to resort to using the SDK, which I already know I can do. From: [email protected] [mailto:[email protected]] On Behalf Of Matt Lind Sent: Monday, June 11, 2012 2:58 PM To: [email protected] Subject: Localizing a shared texture projection Have a unique one that pops up from time to time, but one of those things I keep forgetting what the solution is. One of our environment artists has created a very large scene consisting of 25,000+ objects. Many of which are duplicated from a common source object. By default, when duplicating an object Softimage reuses/shares the texture projection(s) between source and duplicate as a means of efficiency. The problem is she needs to animate the texture projection’s translation on only a few of the duplicates. However, keying any parameter in the Texture Projection Def property causes all objects in the scene (derived from the same source object) to have it’s textures animated the same way. We’ve looked in all the menus, tried freezing projections and so on, but cannot find a way to localize the texture projection to the duplicated object to break the relationship. We have resorted to a workaround of using the copy/paste UV tools in the texture editor – which is OK if we only had to do this for one object. Unfortunately she must do this for many objects and this workaround is quite laborious. We tried CTRL + dragging the cluster between objects since they have identical topology, but softimage only copied the cluster, not the texture projection inside of it. So we tried CTRL + dragging the texture projection onto the duplicate which copied the projection, but still shared the texture Projection def property underneath. Anybody remember how to localize a texture projection so it isn’t shared with anything else in the scene? Matt

