I’m experimenting with some 2D animations by slapping some PNGs with alpha backgrounds on some planes… For some reason some of the planes don’t show up correctly making it difficult for me to correctly place arms etc. See the images…
If I select the mouth then I can see around it:
Any ideas why this only happens with certain planes? I set up one plane and have copied it for all other parts so the settings are exactly the same for each.
For UV Textures, by default, only the side of the faces with Normals can be seen. Ctrl-N in Edit mode. But if that mouth texture is all on one Face it looks like you have it set to use Alpha. Not sure about that as the flesh color shouldn’t be read as alpha, unless your Image has it on an alpha layer?
If it renders fine (which it should) then it’s likely just a graphics card issue. Most of us are running motherboard crap or video game cards with limited OpenGL support. These cards just don’t cut it when it comes to transparent materials or textures in the 3D view port. Folks with QuadroFX cards and the like don’t seem to have these issues.
Well at least you have some degree of alpha texture support in textured view. I only get black where I have zero-alpha regardless of Transp button setting.
Inmare: No they don’t have the same Y co-ordinate. They are stacked so the head is in front of the body and so on. Yes, they render correctly, but I like to see how it’s looking before I render it. Z-Depth???
RamboBaby: I guess I should count myself lucky then? Are you sure that’s not just because your texture face settings are on opaque instead of alpha?
Z-Depth or Z-Order - the stacking order. Traditionally on computer screens x is horizontal, y is vertical and z is the remaining axis throug the screen - thats different from blenders coordinate system.
If they would have exactly the same y-coordinate, I guess it’s ambigious which components alpha and which color to use, so that could have been a potential cause for a bug. But if they have different y-coordinates that can’t be.
No, I didn’t have a clue about that. Thanx, it’ll come in handy. Anyway, I’m getting the same result as you. It appears to be some kind of a premultiplication problem. I can make a recomendation though. Use sticky coordinates maped to curves (you may have to convert to mesh first…been a while so I can’t really remember). With stickes there won’t be an alpha channel to cause problems. Your file looks as vector as the day is long and if that’s the case just import the paths (as individual layers so you don’t end up with a big mess) in SVG format with no compression then stick away. Paths will make it easy to create your pivot points also.
Thanks. That sounds complicated. The images aren’t vectors though so I don’t know if what you suggested will work. I’ve tried importing vectors from Adobe Illustrator before, both as EPS and SVG, but Blender just won’t have it?!?
Just create your shapes in Blender then. Sticky coords are no more difficult than any other type of mapping. Importing path requires that the file NOT be compressed. It’s a little checkbox when saving from Illustrator, just B4 you click OK.
Puh: I tried that CTRL + F (sort faces) but it didn’t seem to do anything, therefore, I’m not really sure what it does?!?
RamboBaby: I watched Rambo First Blood last night, classic! Anyway, I always tried to save AI files as EPS or SVG but did one as an AI and unchecked the box… and it worked, so thanks! Although I’m not going to use it this time as that’s not the style I’m going for on this.