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created Maya UV texture Scrolling
on 10-24-2004 03:34 PM
Anyone know a good tutorial for this funtion?
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created Re: Maya UV texture Scrolling
on 10-24-2004 03:44 PM
Not sure what you mean. You mean animating the UV's?
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, veteran polycounter,
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created Re: Maya UV texture Scrolling
on 10-24-2004 04:38 PM
scrolling as in what you see in unreal when the texture scrolls. Like text accross the screen and stuff like that. I know it can be done, but i can't remember.
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created Re: Maya UV texture Scrolling
on 10-24-2004 04:43 PM
I don't think its done in Maya, if you're going for what they have in UT, then you're probably going to have to read up on it, or look at how they do it in the Unreal Editor. What I got from how they animated textures in the particle tutorial was that they setup one texture, and then subdivided that texture in an even number of equal squares, like a 512x512 divided in 4 256x256 textures. They then put frame 1 of the anim in the first 256x256 section of the 512x512 texture, frame 2 in the next, frame 3 below frame 1, and frame 4 below frame 2. Then in UnrealEditor you specify how its laid out and how its animated...I think lol
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, polycounter,
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created Re: Maya UV texture Scrolling
on 10-24-2004 05:52 PM
Yeah like illusions says, something like that wouldnt be done in Maya. ( animating UV's is possible of course. ) But it would be handled by the game engine and its tools.
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, veteran polycounter,
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created Re: Maya UV texture Scrolling
on 10-24-2004 06:10 PM
Gotcha....thanks
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created Re:
on 10-24-2004 08:34 PM
Animated UV's:
1. Select the UV's you want animated, have them in the upper left quadrant already.
2. Go to Edit Polygons -> Move Component (you'll get a polyMoveUV node).
3. Key the values of the translateU and translateV at frame 0.
4. Go to the next frame, set the values to 0.5 and 0, and key it.
5. Frame 2: 0 and -0.5 Key it.
6. Frame 3: 1 and -0.5 Key it.
7. Frame 4: 0 and 0 Key it.
8. Open the grpah editor for the polyMoveUV node and set the Curves -> Post Infinity to Cycle.
Done!
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, triangle,
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created Re:
on 10-24-2004 09:57 PM
Hey that worked. Thanks
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created Re:
on 10-25-2004 01:54 PM
in max we just animate the material offset vaulue, and poof export it. the few painfull weeks i used maya i never had to do it thanks god
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, triangle,
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created Re:
on 10-25-2004 09:34 PM
Every program of coarse has its week points and trying to learn a new one always at some point makes you go "Gerrrr". Not trying to sound over obsessed with Maya but after working where I am and using the program, I really started to enjoy the functionality of it. Funny thing is, when I tried to go back into max to do a little wasteful boredom modeling, I had a hard time maneuvering in the view ports at first. I had gotten used to Maya's navigation so well that I became confused.
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created Re:
on 10-26-2004 12:21 AM
Yeah... if you want to animate the entire UV set, do what Mojo says he does. It's easier though not as flexible as Whargoul's suggestion.
Open Hypershade, select the texture's UV placement node and in the attributes is um... I think either offset or placement or sommat... maybe even translate, though I don' think it's that. This can be animated and the UVs will scroll. Sorry I don't have my workstation on at the moment so I can't check the name of the attribute.
-Derick Dressel
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created Re:
on 10-26-2004 07:01 AM
one thing i liked in maya, was the space bar maximizes viewport, i set my max up to use, that instead of lock,
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, triangle,
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created Re:
on 10-26-2004 11:10 AM
Alt+tab was the standard in Max i thought
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created Re:
on 10-26-2004 09:31 PM
I'm at my workstation now... yeah, when you make the file node in hypershade a placement node is created too... probably called "place2dTexture1" or something like that. If you double click on that node it'll pop open the attribute editor. The attribute that controls where the texture is placed is called "Translate Frame". just make sure that Wrap U and Wrap V is on (or mirror U and mirror V.)
I hope this helps.
-Derick Dressel
(BrainFaucet.com)
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