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2 Ques: Select all objects, and texturing|
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Newcomer |
Just a couple of newbie questions. How do you select all the objects in a scene? With most apps, it's just Ctrl+A
And what's wrong with my textures on my models? They work in all the other 3D Apps I use (3DSMax, and Milkshape) but when I create the material with the texture map and apply it to the objects, they're all screwed up. Thanks in advance for your help! -Javin Edit: One other question: When I import a .X file, it comes in as a single object. How do I "ungroup" the objects in the scene to manipulate them seperately? (The "ungroup" command isn't the answer.) |
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Member |
There is no way to select all objects in 3D Canvas. You can select hierarchies pretty easily though: http://www.amabilisplus.com/3DCanvasDocumentation/tutorialscaling.htm (see the last bit of the tutorial).
Can you post a picture showing the textures not working? If the original X file contains sub-objects then they should be imported separately. If you are sure that the X file contains multiple objects you can send me a the file and I'll have a look (support@amabilis.com) Richard |
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Newcomer |
As for the "Select All" option, is that going to be implimented any time soon? It's kind of a system standard.
Okay, here's some pictures to show the texturing issues I'm having. Here's the model in MilkShape: (BTW, it was exported to .3DS from Milkshape, then it was imported again to make sure there was no problem with it. Then it was exported a second time to a .X file.) Then, this is what both the .x and .3DS files exported from milkshape look like when in my application: Now, I pull the file (any format, .x, .3ds, whatever) into the 3DCanvas program, and this is the result when I try to make a material from the same texture used in Milkshape and my own App: Then, applying that texture to the model, I get this mess: I'm still not finding a way to break .x files down to their base objects. I may end up sending you one of the files I'm working with to show ya what I need. -Javin |
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Member |
It looks like you are just applying a flat wrap to the object. That's not going to do it. You should probably look at the material tutorial: http://www.amabilisplus.com/3DCanvasDocumentation/tutorialtextures.htm
The object is probably is a single object even though it looks like it should be multiple pieces. The X export definitely supports multiple object imports. You can send me the model if you want (support@amabilis.com) I agree "select all" would be good, but as I said you can effectively do this by organizing your model using the hierarchy. Richard |
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Newcomer |
I read the tutorial, but my problem is that I shouldn't have to redo the UVW mapping on these characters. The UVW was already done on them, so applying the texture should result in the correct look.
My modelers will be using a series of different applications. Some use 3DSMax, some use TrueSpace, others use Maya, and Milkshape. I'm trying to find a package that's both affordable, and flexible. For the modelers that are on my team right now who don't have "legal" copies of their chosen piece of software, I will be purchasing copies of *MY* choice of package for them. (Don't need any legal issues when the game is released, afterall.) However, there are some that will be using their own 3D packages. I don't need a package that is going to require me to remap the character every time I get a change from one of them. The character you see that was rendered in Milkshape was actually built, and mapped, in 3DSMax5. In Milkshape, the textures appear normal, as they do in my own application. 3DCanvas is the only one that's giving me any heartburn with the textures. (I read your texturing tutorial, and while very informative, it doesn't relate to this issue.) The problem is that 3DCanvas seems to simply ignore the fact that the models already have their texture maps on them. Perhaps this is something I'm doing wrong when I import/texture the model? I'll try and send you a copy of the model when I get home to take a look at. -Javin |
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Member |
3D Canvas must not be finding your texture on import or the texture would be applied properly. I assume it is with the model? If not it should be.
And, applying a texture as you have replaces the UV mapping. Richard |
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Newcomer |
It's not finding the texture. How do I assign a texture and KEEP the UVW maps?
-Javin |
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Member |
I belive that it must find the texture. But, you could try using the Swap Textures or Update Material plug-ins but I doubt it will work. (http://www.amabilis.com/mediadownloads.htm#Scripts)
Richard |
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Member |
Try putting your texture and model in the same directory - and then load the model from there
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Newcomer |
So by default, 3DC removes all UVW mapping information if it doesn't find a texture in the same directory as the model? What if I don't want to use that specific texture?
-Javin |
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Member |
If you don't want to use that texture you use the plug-ins mentioned previously to replace the texture.
Richard |
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Newcomer |
Well, I finally managed to get the texture to load correctly (using the swap plugin) but immediately afterward, I tried to move a piece, and got a crash to desktop.
-Javin |
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Member |
Is this error occuring consistently? Are you running XP? And what video card are you using?
Richard |
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Newcomer |
Win2K, GeForce4 TI 4200 (latest drivers) and I don't know how consistent it is. I'll be moving back to the lower-featured Milkshape until 3DCanvas develops a little further. I'll peek in on you guys again in a few months. Keep up the work, it looks promising!
-Javin |
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3D Canvas Community
3D Canvas Discussion Forums
General Discussion
2 Ques: Select all objects, and texturing
