I have this object which I am animating with a shape key. It has a decal on it, but when I animate the mesh, it sort of “slides” along the surface of the mesh. Is it possible to keep it from doing that? Or am I gonna have to UV-Map the decal onto the mesh?
I’d assume that a UV map will solve this problem. I’m sure that you could keyframe your materials to slide with your mesh, but it’d take you a long, long time to tweak the IPOs to animate a perfect warp. The new bake functions should make quick work of reproducing your decals to a UV map, and ultimately save you a lot of anguish.
The new bake functions should make quick work of reproducing your decals to a UV map, and ultimately save you a lot of anguish.
Alas…I have no idea what you are talking about…bake functions?? I know that there is this “bake” thing in the fluid simulation and soft body…but I don’t really understand it…
Sorry if I wasn’t clear… I’m referring to the ‘bake’ button hidden beneath the Anim Panel in the scene (f10) Panels. To get this sucker to work you’ll need to mark seams on your model and unwrap in the UV/Image Editor in the usual way, THEN…
i) (Alt + N) Image/ New in the UV/Image Editor
ii) Scene Panels (f10), Bake Panel, click ‘textures’, click ‘BAKE’
What this’ll do is take your material work and transfer it to a UV image for you.
Not sure if it’ll move all of your decals, but it should shift the lion’s share of your material work into a UV-friendly image. If you’re keen to retain your bump mapping you might also consider baking normals or producing a bumpmap for your UV image- won’t get into this here.
Way I understand baking is “Here’s one I prepared earlier”… basically you’re generating and storing a snippet of information for later use, just so you don’t have to generate this information time & time again.
Don’t mean to sound knaff- hope this helps
Double Post
Okay, thanks, I’ll give it a try. And the bump mapping is on a separate texture channel, sounds like it might work with what you suggested as well.