Well done :-) BTW: Here's a useful link for an easy freeware unfold UV-Tool. Good startpoint for UVs in RS after heavy modelling-sessions. Home: http://www.polygonal-design.fr/e_unfold/ Program: http://www.polygonal-design.fr/e_unfold/frater.php
Matthias ----- Original Message ----- From: "Aidan O Driscoll" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, May 11, 2006 1:22 PM Subject: Re: Realsoft Character Animation - Has RS been outstripped by BLENDER .. > Hi Matthias, > > Excellent. > > So What you do is apply ANY SIMPLE TEXTURE to face groups in Realsoft - > this to mark the faces ON THE ONE MESH that will have different > textures/materials applied. For example - create an SDS cube in polygonal > mode, Select 3 of the faces and apply one Realsoft Material, do the same on > the other 3 remaining faces with another Realsoft Material. Then export as > OBJ with the settings you stated in the attached image you sent. When > imported into Messiah the Mesh now has two Surface Groups of polys / faces, > these are the two sets of three polys/faces marked in Realsoft. > > Once inside Messiah you can then texture the face groups with the same OR > different textures/materials recreated OR available in Messiahs own > texturing feature set. > > The two main things I think are: > > 1. You can texture the faces of a complete mesh in Realsoft with basic > simple Colour VSL Materials, this TO MARK THE FACE GROUPS in readiness for > Messiah. One lot of faces textured with red, another with blue etc. An > example would be on a character, around the midriff and down as far as the > ankles, all faces have a simple Red VSL Material applied to mark the faces > to be included as his trowsers. > > 2. The mesh in Messiah will have two grey materials applied when imported > in, named the same as in Realsoft BUT the actual Material will not have > been imported. SO, one needs now to apply the actual texture you want on > the face groups using Messiahs own texture features. > > I think this might work as part of your WIKI tutorial :) > > Would this be a good description of the process? This is what I did and all > seems well. Any additions to improve? Has the Student done all right Teacher > :) > > Cheers > Aidan > > > > At 07:28 11/05/2006, you wrote: > >Hi Aidan, > > > >attached are the export settings and the result in Messiah. > >First UV-Coordsys is intact. > >Make sure that your object consists only 3 and 4 point polys, > >before export set the subdiv to "Polygonal". > >(If you're not sure about the polys, simply use the > >Divde Faces to Quads in RS) > > > >Matthias > > > >----- Original Message ----- > >From: "Aidan O Driscoll" <[EMAIL PROTECTED]> > >To: <[email protected]> > >Sent: Thursday, May 11, 2006 4:48 AM > >Subject: Re: Realsoft Character Animation - Has RS been outstripped by > >BLENDER .. > > > > > > > Hi Matthias, > > > > > > thanks again for this. > > > > > > Another question - importing an RS Obj into Messiah - I understand in > > order > > > to texture the RS mesh in Messiah it uses named surfaces. Does this info > > > get carried over from RS? Any info on this? > > > > > > Cheers > > > Aidan > > > > > > At 23:13 10/05/2006, you wrote: > > > >Hi Aidan, > > > > > > > >Yes. > > > > > > > >from Aidan > > > > >from Aidan > Have you done any full animations in Messiah using RS > > > >meshes? > > > >from Aidan > > > > > > > > >But I'll setup my current prj in RS, but he exists also in Messiah. > > > >http://www.matthias-kappenberg.de/index.php?id=150 > > > > > > > >Matthias > > > > > > > >
