vertex position xy control

Feb 14, 2012 at 9:11pm

vertex position xy control

Hello,

I am not really good when it comes to jit.gl.mesh and co . i tried to find my answer on the forum too but well i still don’t get it.

i am looking to have a texture on a mesh with different vertex that i could move separately in the way of animata does. I don’t particularly need the bones and joints thing. But i need to be able to kind of choose where the vertex are positioned on the mesh before starting the deformation e.g placing the vertex without deforming the texture , triangulate then moving the vertex distort the texture (not sure it is understandable :) i tried with jit.gl nurbs but deformation based on a grid doesn’t fit with my needs ) I have the feeling my explanation are not really clear, so feel free to ask me more information if needed. I also join a picture, maybe it would help…

thanks a lot!

[attachment=185307,3351]

Attachments:
  1. Capturedcran2012021421.55.49.png
#61780
Feb 15, 2012 at 11:05am

seriously?

#223026
Feb 17, 2012 at 8:50pm

:)

i guess using jit.gl.sketch is the answer but i don’t get it , how can i draw a form with different triangles, map a texture on the general mesh and then distort the texture separately with the different triangles/index/vertex

nobody got a tshirt with “i <3 OPENGL" on the back and "i wanna help you" on the front ?

#223027
Mar 12, 2012 at 1:34am

NOWAY!!

#223028
Mar 12, 2012 at 6:58pm

if you want to use texture coordinates to map to a mesh, then there’s no way to move a vertex without also moving the texture, unless you also modify the texture coordinate.

you could possibly utilize projective texture mapping instead using the tex_map attribute.

if you need more help, please provide a patch showing what you tried.

– Pasted Max Patch, click to expand. –
#223029
Mar 12, 2012 at 11:19pm

thanks for the reply,
what i try to achieve is pretty much what happen in the manipulator jitter recipe book with jit.gl.nurbs.
Pretty much as, i am trying to place points before deforming the texture without following a grid. pool-3d-nurbs.maxpat is good example as well . i didn’t post any patches cause my experiment as been far from what i want to do. MAJOR FAIL.

#223030

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