You can also build a set of plugins that will allow you to make and
maintain "paintjob schemes". As in, let a special kind of SDS object
keep track of what index in the current "paintjob", al list of
materials, every face has. Then you can change the paintjob easily.

No, this reply was not serious, but this is, in fact, what I am working on. :)

I don't think that my plugins would be of any use for your situation,
this is the way the in-game models for Midtown Madness 2 works and I
am making tools for such object files.

Regards,
Fredrik Bergholtz


On 30/06/06, Matthew Hagerty <[EMAIL PROTECTED]> wrote:
Thank you all for the suggestions, I think I can make something work
now.  Neil's makes the most sense to my brain, so I'll give it a try
first, but I'm certainly going to experiment with everyone's suggestions
if only to better understand the software.

Neil, those images are incredible!  Care to share with us how you manage
such a large scene?  Do you model parts individually and pull them into
a master scene?  I seem to always model and set up my scene in the same
file, probably because Realsoft does not separate the modeler from the
scene/renderer/animator like many other packages (not that it's bad,
just different.)  But then again, I've never made a scene as complex as
the one you linked to below.

Matthew


Neil Cooke wrote:
> In case this helps ... maybe copy the "color" material from the constant
> folder in the materials library and rename it color1, copy again and call it
> color2 etc. ... grab all things that must stay black for example and assign
> them color1, etc. I use this system to create slightly different coloured
> stoneworks in the link below ... the exaggerated colour image is used for
> checking what parts I have assigned etc. Go to the fourth and fifth rows of
> images down on this page:
>
> http://www.neico.co.nz/3d/neico0601.html
>
> I don't know about animating this since I have never needed to look into it.
>
> I use that constant/color material a lot.
>
> Neil Cooke
>
> ----- Original Message -----
> Wrom: EGAUTFJMVRESKPNKMBIPBARHDMNNSKVFVWRKJVZCMHVIB
> To: <[email protected]>
> Sent: Friday, June 30, 2006 5:42 PM
> Subject: Re: Changing color of multiple ojects at once?
>
>
>
>> Hi Matthew,
>>
>> What's with a identifier or a "user defined channel",
>> and a material with "if" statement?
>>
>> Matthias
>>
>>
>> ----- Original Message -----
>> Wrom: GDADRZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWIGY
>> To: <[email protected]>
>> Sent: Friday, June 30, 2006 12:48 AM
>> Subject: Re: Changing color of multiple ojects at once?
>>
>>
>>
>>> Vesa Meskanen wrote:
>>>
>>>> Hello
>>>>
>>>>
>>>>> I'm not sure how to map "to the scene" and where do I find the
>>>>> Map2Obj tool?  Also, I guess I'm missing how this will let me quickly
>>>>> change the color of the various objects of the model that represent
>>>>> the model's color?
>>>>>
>>>> Sorry! My reply was apparently aimed at users who already knew how to
>>>> change the colors using map2obj.
>>>>
>>>> The method I described has the following idea: you create a material
>>>> (texture map etc). which defines the colors. Material defined color is
>>>> then converted to object colors. After that, objects can be animated
>>>> and the color will not change. Using this principle, one can color
>>>> thousands of objects in a couple of minutes 'automatically'. I am no
>>>> longer sure if this is what you wanted.
>>>>
>>>>
>>> Let me try to explain another way.  I have a model, a lightcycle
>>> inspired from the movie TRON.  The model has about 60 or so objects that
>>> make it up.  Some of objects, like the main body, tires, etc. are a
>>> color such that you would say "that lightcycle is blue, or yellow, or
>>> red", etc..  Now, there are also parts of the lightcycle that are always
>>> going to be white, some that are black, some that have materials, etc..
>>>
>>> So, to change the "color" of the lightcycle, I currently have to either
>>> multi-select or individually select each of about 35+ objects and set
>>> the color.  I was wondering if there was some way to assign a tag of
>>> some sort, or group the objects that make up the those that define the
>>> "color" of the lightcycle, and change them all at once instead of
>>> individually or multi-selecting all 35+ objects every time.
>>>
>>> Matthew
>>>
>>>
>>>
>>>
>
>


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