[Bf-committers] Map Camera Coordinates to UV layer patch
Roger Wickes
rogerwickes at yahoo.com
Sat Nov 14 19:27:11 CET 2009
i don't know. I do know that he was blown away by what Blender could do.
Evidently he was looking for a very small camera truck/pan/raise action with
something on that podium, and I was able to show him how he could get
almost a total drive-by. I never got any paid consulting work from him,
after his promise to "stay in touch", so I don't know where he went from there.
If anyone recognizes the altar from a scene in a flick, I'd love to know...
they were fully Maya ingrained, probably a Maya guy showed him how to do
the same in Maya, and the status quo won out rather than switch.
----------------
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________________________________
From: Sean Olson <shatter98 at hotmail.com>
To: bf-committers at blender.org
Sent: Fri, November 13, 2009 6:48:12 PM
Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
Did he switch?
> Date: Fri, 13 Nov 2009 11:00:49 -0800
> From: rogerwickes at yahoo.com
> To: bf-committers at blender.org
> Subject: Re: [Bf-committers] Map Camera Coordinates to UV layer patch
>
> I did a tutorial on all of this last year for a hollywood guy who said
> he would switch to Blender if I could convince him it was as good
> as Maya. So I did.
>
> http://wiki.blender.org/index.php/Doc:Tutorials/Textures/UV/Camera_Mapping
>
> If there are improvements that could be made to the tutorial,
> please do so. I would like it to be a catalog of the different
> workflows available. Thanks.
>
>
> --PapaSmurf----------------
> Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.
>
>
>
>
> ________________________________
> From: Roland Hess <rolandh at reed-witting.com>
> To: bf-committers at blender.org
> Sent: Fri, November 13, 2009 1:31:08 PM
> Subject: [Bf-committers] Map Camera Coordinates to UV layer patch
>
> It's the hoops and the workflow that bug me. When doing camera mapping,
> I find it much easier to just build my initial forms, drop into camera
> view with a background image, then align everything right there. Done.
> If I could bake that camera view directly into UV coords, then my job is
> done, and with a familiar, easily tweakable result.
>
> Brecht made the comment in the patch tracker that this is really UV
> wrapping functionality, and should be included as an unwrap option.
> After going through the code for the various unwrap methods, I'm
> thinking that the best approach would be this:
>
> Have "Unwrap from View" simply do this correctly when the view is a
> camera view. It's what you would expect anyway, but the unwrap code
> doesn't really deliver. There's even a note in the source about how
> "scaling gets weird" when you do it from camera view. I'd propose that I
> just fix that "weirdness" so that when you "Unwrap from View" in a
> camera view, you get what you should have gotten all along: a direct
> translation of the 2D representation of the mesh in the camera view in
> the UV Editor.
>
> With that fixed, there is no need for sticky coordinates and they can
> just go away.
> > The main issue I have with UV Projection modifier is that in order to
> > have it bake to a uv layout that you can paint over you have to jump
> > through some crazy hoops. If you apply the modifier it projects to view
> > which is useless if you would like to paint the backside of the object.
> >
> > Briggs walked me through a very complex setup about 6 months ago to bake
> > to a custom defined uv layout that I had made. That was good but after
> > leaving it for a few months there is no way I could duplicate it. I did
> > not understand the reasoning behind why it was so hard to do but Briggs
> > described it as two sepearte systems not communicating well.
> >
> > Ideally you could bake what is projected to a UV layout.
> --
>
> Roland Hess
> harkyman
>
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