Weighter v1.1 :
works on PC / MAC - LW 7.5
to 9.x
(C) Alexandre Labedade 2003
Last update :
21 / 10 / 2003
Comments , suggestions and bugs reports:
earthwormjim@free.fr
Description :
This script use a simple weighted shape to apply
weight on a more complex object.
Download Script version 1.1 + Demo object:
Weighter.zip
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This script only costs 20 (~= $28) Buy this script and you will have the full version of Custom Select |
How to register :
Send me a mail at earthwormjim@free.fr and specify the ID
number I'll send you back the key to unlock the script. Paste that key in the KEY field and clic on [Ok] or [Cancel], both will validate the registration. |
History :
21 / 10 / 2003 :
v1.37 Beta
- Added the
ability to apply multiple vertex map at the same time
- Added weighting for
projection and reception of vertex map values
- Added a real 'quad
interpolation' with quads (before it was based on 2 triangles)
- Added a
new module called 'Sloper' to apply color gradients based on vertices slope...
this is still under construction.
- Changed some checkboxes labels (but
functions are same as before)
30 / 09 / 2003 :
v1.1
- Fixed a bug
added in the 1.0 version, computed values where completly wrong.
27 / 09
/ 2003 :
v1.0
- Fixed a bug with the "Polygon distance and direction
checking" function... was not working because of a mysterious (but killed)
bug.
11 / 01 / 2003 :
v0.95
- Fixed a bug on the value assignation
when the basic shape vertices wasn't mapped
- The "Polygon distance and
direction checking" option have been completly re-coded (before, the transition
between values was always very sharp, now it's smooth)
- I've found a little
problem when using the "Use target instead of source normals for projection"
option : if the vertex normal point at a polygon edge, the value may not be
correct, to avoid it, simply move the edge a bit. (see the examples
below)
07 / 01 / 2003 :
v0.91
- Fixed a bug in the
registration process
- Some little tweaks
04 / 01 / 2003 :
v0.9
Big update :
- Added support for all weightmaps types
- More
controls
- Speed increased by 2 or 3
- Support for Quads into the basic
shape
- Bug fix
- Added a registration key :)
02 / 01 / 2003
:
v0.5
First upload
PARAMETERS :
Reset map before processing : set all
vertex map values to 0 before processing
Use Vertices normals : Apply
the weight only on vertices that are facing the basic shape polys
Use
target instead of source normals for projection : By default, the basic
shape poly normal is used to find if a vertex is affected by it or not, this
option allow to use the vertex normal instead.
Crossing weight influenced
by distance : When multiples polygons are influencing a same vertex, the
distance from the poly will be used to defin wich is the more influent on the
vertex, else the average value is used.
(Try to keep this option allways
on)
Polygon distance and direction checking : When multiples polygons
are 'aligned' they will only affect vertices until a new polygon is reached,
else they will affect all vertices in front off them (with blending with the
other aligned polys)
Technical limitations :
- The basic shape MUST be only made of triangles or
quads
But you might try to use only triangles : for now quads
may give some bad results
- Try to have as few polygons on the basic
shape as possible
- Before running the script, hide all unnecessary geometry
to speed up computing
- Discontinous UV maps aren't supported (Lscript
limitation)...
- Morphs maps are supported, but the result is weird.... I'm
working on it
- Non-registered user can only edit the first
map off each type and the script action is limited to 150
vertices
HOW TO USE IT :
1) Load your main object
2) Create a basic
2D (or 3D) shape facing it
3) Set some weight values on this shape
4)
Select at least 1 poly on this shape (all connected polys to this one will
be used)
5) Run the script
BEFORE | AFTER | ||||||
Complex weight | |||||||
Distance influence |
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Polygon distance and direction checking |
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Another more complex example with colors : |
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Use target instead of source normals for projection alignment problem : NOTE : Since version 1.1, this problem seems to be completly fixed. |
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Here, the vertices normals are pointing
directly to polygon edges, so no value is detected and the vertices are
white To avoid this problem, simply move the edges a bit (here I've rotated the basic shape from 1°), so the vertices normal do not meet any edges and values are correct (Note : The shape in the center is not a circle but a cone seen from the top) |
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More examples : Color Maps - UV Maps - Morph Maps |
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Weighter + Use vertex normals Only vertices in "looking" at the polygon are weighted use the polygon normal. |
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Weighter + Use target instead of source normals for
projection Vertices normals are used to set the weighting. |
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Some other examples.... |
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