SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Your Work / Work In Progress / Talking Cube
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 16-03-2005, 02:08 PM   #1
gazzamataz
Subscriber
 
gazzamataz's Avatar
 
Join Date: Apr 2002
Location: The Planet Apple MacTosh
Posts: 523
Thanks: 0
Thanked 0 Times in 0 Posts
Default Talking Cube

I know this problem may be blindingly obvious to you lot but I am a bit rusty and thought I'd ask since tour so nice!

Anyway I made this talking cube, did the animation then plonked a shader on it. When I rendered it the shader didn't move with the surface... How do you nail the texture to the surface or should I have textured it before animating?
Attached Files
File Type: zip cube_talk.zip (169.5 KB, 32 views)
__________________
Tickety boo and ta ta for a bit...
Gazzamataz
http://www.gazzamataz.com
gazzamataz is offline   Reply With Quote
Old 16-03-2005, 04:10 PM   #2
Turbo Dan
Subscriber
 
Join Date: Aug 2004
Posts: 515
Thanks: 0
Thanked 0 Times in 0 Posts
Default

im pretty sure you just have to parent the texture node to the cube by selecting it and then shift select the cube and hit p

although now that i think about it, i dont think this works for deformation, only for movement in x y or z
__________________
First year 3D Grad
Turbo Dan is offline   Reply With Quote
Old 17-03-2005, 09:08 AM   #3
gazzamataz
Subscriber
 
gazzamataz's Avatar
 
Join Date: Apr 2002
Location: The Planet Apple MacTosh
Posts: 523
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Yup you were right Turbo, it only works for the x,y, and z scenario... although I had forgotten that one

I have tried plonking a file texture on it mapping it to the poly faces but that don't work either... someting apparently so easy is turning out to be a pain in the cyber...

Have a look to see what you think, it might just be my old age creeping in
Attached Files
File Type: zip cube_talk_clouds.mov.zip (98.7 KB, 21 views)
__________________
Tickety boo and ta ta for a bit...
Gazzamataz
http://www.gazzamataz.com
gazzamataz is offline   Reply With Quote
Old 17-03-2005, 10:33 AM   #4
lisa_gonzalez
Subscriber
 
lisa_gonzalez's Avatar
 
Join Date: Jun 2004
Location: London, England
Posts: 301
Thanks: 0
Thanked 13 Times in 13 Posts
Default

To my knowledge, you should complete the modelling, UVing and texturing before you start any animation.

I'm sorry I'm not too sure how to solve your problem though

LisaG
__________________
When in doubt......smile!

http://www.x-menthelaststand.com/
lisa_gonzalez is offline   Reply With Quote
Old 17-03-2005, 01:22 PM   #5
Co0KiEmAn
Registered User
 
Co0KiEmAn's Avatar
 
Join Date: Apr 2003
Location: NYC
Posts: 71
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Same thing happens when you use CPS to model and animate. I layed out all the UVs on my finished model, built the skeleton, painted the weights, only to find my texture swimming through the model. Unfortunately I can't remember how I fixed it!
Co0KiEmAn is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.