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blender - converting a nurbs surface so that uv-orco is preserved

hi guys,

i've reached a problem with a model i'm working on. basically i'm modelling hair using nurb-surfaces and i used the uv-orco option so that the textures i use go along the surface from top to bottom and it looks really nice.'

the problem now is animating the surfaces. you can't weight paint surfaces or get them to animate well (either using bones or cloth physics since you cant create groups). i think the solution is to convert it to a mesh, but when i do this i lose the uv-orco setup and i would have to unwrap it and go through alot of work which was so simple in the surface.

is there any method to convert a nurbs surface to a mesh such that the uv-orco mapping is preserved (as orco or a uvmap)? i don't want to manually spend hours unwrwapping and cleaning up each mesh surface, is there an easy way to copy this across?

Thanks in advance guys! Holly

Thanks for the question holly, please be careful to tag it properly!

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as far as I see it there is no uv-orco mapping its either UV or orco as you cant unwrap a nurbs object there is no UV mapping.. pressing the UV button doesnt realy uv map because there are no koordinates.

so converting the object to mesh is necessary but as there is no existing uv mapping there is nothing to preserve :(

ok, i understand theres no uv. but what does the uv-orco really do then?

my original problem still is there tho. how do i convert the orco then so its the same when in mesh form. orco tends to go by single faces in meshes, whereas orco in a nurbs is more uniform (ie top left of the surface is 0,0 in its texture coords, whereas bottom right is 1,1 in texture coords).

im gonna experiment around a bit more, maybe the solution is just easy and i havent reached it yet, but i would have to have to unwrap each and every hair surface when i convert it to a mesh for it to work.
aah, i found a solution for getting the correct uv map from a mesh converted from a surface.

it was so simple im kicking myself. i converted a single surface to a mesh, and i simply used the "follow active quads - loop average" and it came out in the correct order! i had to rotate the uvmap 90 right and resize to fit the whole image but it works! sqee!
nice, nice
didnt think about that one ... :)

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