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  #1  
Old 01-29-2013, 10:29 AM
Veleno Veleno is offline
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Join Date: Sep 2005
Posts: 148
Hi Tokola,

I'd recommend doing animated UVs in Max instead of doing them through code. It will be easier and give you more control.

First, make sure your exporter is up to date (and probably your copy of Vizard as well). Next, add a bitmap to a material. Under coordinates you can animate the following values:
  • Offset
  • Tiling
  • Angle
I've attached an image showing the rollout.


Also, some terminology:
  • Map channels split up a mesh into multiple sub-objects, each with it's own material, that behave as if they were a single object.
  • Texture units correlate to a series of textures contained within a single material (eg. diffuse + lightmap + reflection).
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  #2  
Old 01-29-2013, 04:21 PM
tokola tokola is offline
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Join Date: Nov 2012
Posts: 67
animating textures

Veleno, thanks for the response!

Although you did clear some things I still can't make Vizard recognize any other texture besides the one assigned in the diffuse port of the material (unit #0). I assigned the same material under Opacity for the second object of my multi-object material, but Vizard still returns viz.VizTexture(-1) when I try to get the texture in unit #1.

The reason I am insisting in making the animation in Vizard is that I want to have control over starting/stopping the animation and I don't know of any way to do this if using 3DMax texture animations. Plus, I have the impression that Vizard (or the OSG format) creates a mesh for every frame of an animation, which makes models really heavy (I don't know if this is the case for texture animations).

Overall, which one do you feel would be the best (more efficient) approach to simulating (and controlling) a turning belt? I also attach the .max file in case you feel like playing with it.

Thanks for your help,
--tokola
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File Type: zip belt_max.zip (48.4 KB, 1649 views)
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  #3  
Old 01-29-2013, 05:11 PM
tokola tokola is offline
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Join Date: Nov 2012
Posts: 67
animating textures - addendum

This is an update of what HAS worked for me so far, although it seems counter intuitive. I had to split the object vertically in two sub-objects with names belt1 and belt2, and use the following code to simulate the stripes going up on one side (node) and down on the other side (node):
Code:
def TurnBelt():
		global matrix1, matrix2, belt
		matrix1.postTrans(0,.04,0)
		matrix2.postTrans(0,-.04,0)
		belt.texmat(matrix1,'belt1',0)
		belt.texmat(matrix2,'belt2',0)
timer = vizact.ontimer(.01, TurnBelt)
Then, I am using timer.setEnabled(viz.TOGGLE) to enable/disable the belt motion, according to demands.
Although this works perfectly, I really don't know if it's the most efficient way, both CPU-wise, since I have lots of belts, but also as far as the work that is demanded in 3DSMax to format all belts appropriately (they are initially an extruded editable spline). If I could do everything with a single rotating UVMap/texture on a single object, I would be thrilled!

Thanks again for the assistance,
--tokola
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