Game Editing > 3D Modeling & Content Creation

blender 2.6x reordering a mesh's build structure?

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ratty redemption [RIP]:
i've been using an array modifier in 2.61 with a gap between each child object. ideally after i've applied the modifier, then separated all of the child meshes into their own objects, their internal build order would be the same, ie a build modifier when animated on each object would start and end on the same vert. it appears the array child meshes have random order although without build modifiers they look and render the same.

does anyone here know of a way to reorder all objects from the array to match the parent/original mesh?

hope that makes sense?

kat:
Can you post some pictures of what it's doing (compared to what it should be doing), I'm having a hard time trying to visualise what's going on.

ratty redemption [RIP]:
i've been doing some more tweaking and i suspect it was a randam bug as my blend file is now working in both 2.61 and 2.62, i'm not sure what i did to get it working, and i've got to test a few other things, but will post an image or two later.

if i can get this stable these tests will become part of my rock wall tutorial.

ratty redemption [RIP]:
here's some images to demonstrate what i'm trying to do.

image 001 shows my uv test pattern texture on a parent object/mesh (top left) and it's child sub meshes created with array and curve modifiers, so far so good.

image 002 shows a build modifier added to the stack, with an animation range of 1-100, and the current frame being 10. here's the first indication the modifiers don't behave as i would of expected. imo the number of faces rendered in the preview window should be the same for each child mesh. it seems over the course of the animation the build modifier drops a few frames on certain sub meshes. maybe this is a hard coded feature rather than a bug?

image 003 shows the dropped frames in the form of missing faces by the end of the animation.

ratty redemption [RIP]:
image 004 shows the effects of the array and curve modifiers after they have been applied to the parent mesh. the only modifier left in this example is a build and it's results here look reasonably ok.

image 005 shows the parent mesh (top left) separated from the child sub meshes. this is where things really start to screw up, in that the order of the faces rendered using a build modifier on each new object/mesh is reversed from the previous image, except the last mesh (highlighted in yellow) which is in the correct order.

image 006 shows the intended purpose of these meshes, in that a medium poly mesh, again with my uv test texture mapped to it, has been deformed to the shape of the control cage (bottom left) made out of the previous parant and child meshes.

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