vertex position xy control
akee-rf
2月 14 2012 | 9:11 午後
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!
akee-rf
2月 15 2012 | 11:05 午前
seriously?
akee-rf
2月 17 2012 | 8:50 午後
:)
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
akee-rf
3月 12 2012 | 1:34 午前
NOWAY!!
Rob Ramirez
3月 12 2012 | 6:58 午後
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.
akee-rf
3月 12 2012 | 11:19 午後
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.