Re: Making text on face of plane dynamic based on extrude
by aen <aen@[EMAIL PROTECTED]
>
Sep 26, 2007 at 03:45 AM
On Tue, 25 Sep 2007 23:16:43 GMT, temp <temp@[EMAIL PROTECTED]
> wrote:
>Greetings All
>
>I'm trying to make the text on a face of a plane dynamic based on other
faces extruding.... is this possible? I've included an example with the
numbers as textures...but I would like to be able to change the text on
the face when a face extrudes to a certain level is this possible.
>
>Like a dynamic graph
>
>Tia sal2
Hi Sal2...
1. You cannot use any of the modeling tools during animation. You can try
the
various deformers or blendshapes, which is the normal method for more
complex
objects. Or for a simply extursion have an identical shape as your
finished
extrusion and move or scale the simply poly out of the object with time
(using
either the graph editor, set keys in the time line or both).
2.You can switch the textures during animation in a number of methods,
such as
using the conditional node or the color blend nodes in hypershade.
---- Using color blending (simplest to explain). In the hypershade...
a. Select a material (blinn) and attach your material to your object.
b. Select the blend colors node and in your hypershade work area
Middle mouse button drag from the blend colors node to your blinn.
Select color as the linkage.
c. Select any 2 textures (from files...) or
Click on the checker and grid textures (they appear in the work area)
Middle mouse button drag from checker to the blend colors node.
Select color1 in the popup option box (setting your first texture).
Middle mouse button drag from grid to the blend colors node.
Select color2 in the popup option box (setting your second texture).
c. Now "blendColors1.blender" controls switching the objects color display
from color1 or color2.
d. You can set the keyframe to switch between 0 or 1 or create a
combination
between the two textures by controlling the blendColors1.blender value
by keying the "blendColors1.blender" in the channel box or attribute
editor
OR
You can tie the "blendColors1.blender" to any keyable attribute by:
1. Double clicking on the color blender node in the Hypershade.
the attribute editor appears.
2.in the attribute editor, under Blend Color Attributes.
right clicking on the word "Blender" and in the popup window selection
"create New Expression"
3. in the Expression editor type:
"blendColors1.blender = poly1.translateX; "
or any other keyable attribute
remembering to press the "create" button at the bottom of the
expression editor to actual input the expression.
hth's aen ...
For a good overview of this topic try:
Digital Tutors- Fundamentals of Maya: Mastering Rendering Nodes