Pinned-mode texture mapping is completely different from the other modes. The other mapping modes are "automatic" -- you define the mapping type and how the texture is positioned in 3D space, and no matter how you edit your mesh, the texture is painted onto the model in that way.
With pinned-mode mapping, on the other hand, the texture is literally pinned to each vertex. If you move a vertex in 3D space, it stays pinned to the same point on the texture map, causing the texture to stretch and distort. This is a more "manual" mode of texture mapping; you have complete control over the texture coordinates for every vertex. Coordinates can be set either numerically, or by dragging the vertices around in the Texture Map window (left). While this is a bit more work, it is a lot more powerful -- you could carve a single large image up into parts to texture your entire model, even with complex models like people and animals.
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A final note about texture mapping: Use it efficiently! If some parts of your model are solid color, don't use a texture map for them; just set the material color. You can have up to eight different materials in one Meshwork object, so separate the solid-colored parts from the textured parts, and make every texture element count. Or, use pinned-mode mapping to cover a lot of parts with a single image. Video cards these days aren't as starved for texture RAM as they used to be, but it still pays to be frugal.
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| About Texture Size
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Many video cards and 3D rendering systems get confused if your texture image is not a power of 2 in both width and height, e.g., 64 by 128 pixels. Typical texture sizes range from 32x32 for very simple or blockish textures, to 256x512 for high-resolution textures.
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2.3. Using Bones
Bone-based mesh deformation is the modern way to make animated models, especially for character animation. The principle is fairly straightforward. In addition to the geometric data, the model includes a skeleton of bones, arranged in a tree structure -- that is, each bone is attached to a parent bone, and may have a number of children bones attached to it. Vertices are then attached to the bones, so that when the bones move, the mesh deforms appropriately.
A specific example may help illustrate the concept. Consider your arm. The upper arm bone is attached to the shoulder. The lower arm is attached to the upper arm. The bones of your hand are (roughly speaking) attached to the lower arm. When you move the upper arm, the lower arm and hand must move as well, because those are located in the bone hierarchy below the upper arm. The reverse is not true: you can move your hand without affecting the upper arm at all.
Real bones have an attachment point, a length, and a diameter. But the length and diameter don't matter in computer modeling; all we really care about is the attachment point. That's the point about which the bone rotates, and therefore, it's the point about which any attached vertices rotate as well. So in Meshwork (and most other bone modeling systems), bones are drawn not as little bone-shaped cylinders, but as points. Actually, they're more like little green spheres -- they're actually closer to joints than to bones, but the term 'bone' has become standard.
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Every bone in Meshwork is identified with a four-character code. These characters can be anything you want, but a recommended set of bone codes for humanoid figures is shown at right.
(Of course, many models will not implement all of these bones; but when you make a bone that does roughly match one of these descriptions, using the standard code will help ensure compatibility with others' animation files.)
When you add a bone (using the Add Bone tool), you give it a four-character code, and also enter the four-character code of its parent, if any. For the "root" bone(s), not attached to any other bones, the parent is 'None'.
The general strategy is to first develop your model geometry. Then add the bones. Finally, select groups of vertices and attach them to the bones using the Set Bone command.
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| Standard Humanoid Bones |
Bone Parent Description
---- ------ -----------
FotL LLgL foot, left (hinged at ankle -- optional)
FotR LLgR foot, right
LLgL LegL lower leg, left (hinged at knee)
LLgR LegR lower leg, right
LegL Hips upper leg, left (hinged at hip)
LegR Hips upper leg, right
Hips LBak pelvis (optional)
LBak None lower back
UBak None upper back
Neck UBak neck
ShlL UBak shoulder, left (optional)
ShlR UBak shoulder, right
ArmL ShlL upper arm, left (hinged at shoulder)
ArmR ShlR upper arm, right
LArL ArmL lower arm, left (hinged at elbow)
LArR ArmR lower arm, right
HndL LArL hand, left (hinged at wrist -- optional)
HndR LArR hand, right
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Once you've assigned all the vertices to bones, then what? The answer depends on how the model is to be used. If you're a developer, you may want direct access to the bone data for your own animation code. Bone structure and vertex assignments are stored in the Meshwork file, an open format. You can also export to a Magdef bones file, for bone animation directly in Magdef, or to simplify converting to other formats.
Otherwise, you can use the Poses window in Meshwork to move the model to various poses. Once posed, a model can be exported to other formats in the current pose. For more information on using the Poses window, see section 3.5 of the manual.
Meshwork Manual Section 2: Topics In Depth
Last modified: 09 May 2003
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