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Old 1st Jun 2017, 09:40 AM   #1
lexington1709a
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Default LightWave - Texture not following null

I've got a surface that's being really stubborn. I've got a TOS Connie and it's the fan on the inside of the nacelles.

There is a fan null spinning along the Z axis and no matter the position, the null stays with the model... that's good. However, the texture that it's supposed to be moving (the fan in the nacelle cap) doesn't follow the null; it decides to stay put and disappears if I move along the X or Y axis. It's only when I move the model in the Z axis that the texture stays where it's supposed to.

I've checked all the envelopes in the null and the only envelope is in the Z axis so that checks out. The fan texture has no envelopes so the problem isn't there.

Any ideas on what it could be causing this?

At 0,0,0:



At -150m,0,0:

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Old 1st Jun 2017, 10:13 AM   #2
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UV map the texture on the dome/disc object. Spin the disk, parented to the model is my advice. A Null generally doesn't have polys, just used as a marker/anchor for things.

Someone else prolly knows better way, but that's how I'd do it.
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Old 1st Jun 2017, 05:20 PM   #3
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If I understand what you're describing, it appears you mapped your texture oriented on the Z axis. Any change of heading will displace the texture, which is why UV mapping exists. UV's map textures by point locations, regardless of orientation.

There are many ways to overcome this limitation, (moving the camera and not the object) is one, (texturing the poly's in a pie-shaped wedges, turning them into luxigons and spinning them) but UV mapping gives you the ultimate flexibility to pose your object without affecting it's appearance (texture-wise).

Ultimately, the "right" way is whatever method creates the effect you need and meets the deadline (if you're working under one.)

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Old 2nd Jun 2017, 03:26 PM   #4
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Another way is simply to map the texture to the dome, then give the texture a rotation envelope.

OR

Set up a spot light to shine on the dome (and just the dome) then have it project the texture onto the dome. You can than rotate the light using the null.

Ideally, model the vanes and have them inside a translucent dome, illuminated from the inside.
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Old 5th Jun 2017, 11:36 AM   #5
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I found the problem... oddly, it was that the world coordinates weren't checked. When I checked it, the texture popped right into place.

Thanks to everyone for the input and advice!
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