b3ta.com board
You are not logged in. Login or Signup
Home » Messageboard » XXX » Message 10148750 (Thread)

# Feel free to gaz me Blender questions.
In fact if you just want to make some up so that I feel important, that would be nice.
(, Sun 8 Aug 2010, 18:23, archived)
# I've been watching a load of Blender tutorials
although the one that I can't find a good reference for is Texturing a face image to an Unwrapped UV.
(, Sun 8 Aug 2010, 18:42, archived)
# There's a trick (which I learnt from somebody on here once) for texturing an object from a viewpoint
so that you have a background image, and look at the object through the camera, and the image is projected onto the object as a texture. Hang on, I'll look at my buttons and tell you which one it is.
It's sticky coordinates I'm thinking of.
1) Select View->Background Image, and put your photo of a face in there.
2) Look through the camera (keypad zero, with numlock on) at the model. Press z so everything goes semi-transparent (for some reason the background image only shows up in the actual background, i.e. empty areas). Get it lined up so the image fits nicely (and, presumably, tweak your model to be the same shape).
3) Now you want "editing" (F9), and the "mesh" panel, and next to "sticky" press "make".
4) Now give your object a texture, and set it to the image.
5) Now on the "map input" tab, select "sticky" (well, on mine it says "stick").
That ought to result in the image appearing on the object when you render, in the same way as the background image does when seen from the camera viewpoint. (This isn't quite what you asked for, since there is no unwrapping stage, and no messing with the UV editor, but it might be what you wanted. Not sure if anything turns up in the UV editor or not as a result of this process, I've never looked. Logically it must be making some texture coordinates somewhere.)
...
The other obvious way is just to use unwrap->project from view, but then you'll have to fiddle around in the UV editor a bit (scaling all the vertexes, probably).
(, Sun 8 Aug 2010, 18:45, archived)
# Oh thanks sounds good
but does that trick work on an animated head?
(, Sun 8 Aug 2010, 19:00, archived)
# I think so. That's how I did my smug bloke, although he isn't animated so much as wobbly.
(, Sun 8 Aug 2010, 19:11, archived)
# Seems to work well
:D
(, Sun 8 Aug 2010, 19:48, archived)
# wow, cool!
also very strange
(, Sun 8 Aug 2010, 20:51, archived)
# like this :D
(, Sun 8 Aug 2010, 20:58, archived)
# I've got one.
How do you assign bevel control wieghts to the vertexes?
There seems to be some things I'm getting wrong.
(, Sun 8 Aug 2010, 19:10, archived)
# There are bevel control weights? :)
Are you on the beta too? I just found this thread, which implies it's something that's been broken since 2.5 (I'm still on 2.49 out of fear of this kind of thing).
blenderartists.org/forum/showthread.php?p=1676051
Somebody there appears to have written a python script which sorts it out. (You should totally do some bpython, by the way.)
(, Sun 8 Aug 2010, 19:19, archived)
# Yeah, 2.49b is what I use too. I have the 2.53 but it crashes too often for general use yet.
Thanks for hunting that. I had been playing with the python a bit. Though
I've not been able to focus and get anything serious going yet. Been using
some of the neat scripts like the OpenCity recently and have had to do a fair
bit of rewriting to get it to work on my boxes. So I actually should try doing
some tools of my own. Uruk-hai has been making some neat scripts and
I might bug him for some help at some point.
(, Sun 8 Aug 2010, 19:33, archived)