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Texture slots in animated models
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[quote][b][/b] wrote: (In the next comment) is your .obj file as a ccb with 3 empty material slots for your own textures. (Like [b]Guest[/b] did, I've also added a texture file as a template, so you can edit your own colours.) I simply converted the .obj to.dae (with no textures) - coppercube recognised 3 empty texture slots and added the vertex colours (as [b]just_in_case[/b] stated). Colouring with vertex saves space/memory as you don't need a texture file. I may be wrong - but think you can even colour this way, directly in Coppercube, using the polygon editor - great for adding colour to blank models without textures! You can either use it un-textured (with vertex colours) or you can add textures to the 3 material slots. (If you add textures, you can go to irrlicht settings to make his eyes glow or his necklace reflect metal etc). If you need to, I think you can right-click the model and select "clear vertex colours". Between these 3 different replies, hopefully you should have enough info to get it working? In most cases, it's just finding the right "pipeline" workflow for yourself; if you can find a single tool that can import/export your models into a format for coppercube - for me that's "Ultimate Unwrap3DPro", for others, it's Blender (with the "Better FBX eporter" plugin), some use fragmotion or character-FX, Cinema4D, iClone or Anim8or etc. There are loads of free tools to explore, some are easier than others to use but you'll definitely find a free one that suits your workflow and manages to load the textured models into ccb for you. -For animated characters in coppercube, you're stuck with either filmbox.fbx or direct.x format - but be aware that FBX has [b]many[/b] older/newer protocols (all confusingly called FBX) but each protocol is handled differently by most softwares. Mixamo (for example) allows several FBX versions when you export - all are handled differently by Coppercube. So, it may be a case of just exporting your FBX using a slightly different FBX protocol, then "randomly", they will work - there are plugins for most 3D modeling softwares for tweaking/converting this - once you find something that works for you- [b]write it down[/b] lol. -I've not managed to find a specific Coppercube FBX export plugin anywhere yet though - but with trial and error, you can find your own working pipeline, there are several "Unity" exporters that can sometimes work with coppercube. - To be fair,it's not so much a Coppercube problem, just the fact that there are so many different 3D formats and each one (over the years) has been updated many times and sometimes this break older compatibility. When you download models, they'll all be in different formats with different methods for materials/texturing/colouring/compression - vertex, voxel, pixel, bitmap, jpeg, png, dds, normals, pbr, etc - all with different featuers such as transparency/compression/per-pixel colouring etc. If you go onto Unity forums, 3D printing forums, modelling forums, you'll see the exact same problems pop up for other 3D applications - time and time again. Sometimes you can grab some really handy info/software by scouring through posts for other related software issues and find that it also works for coppercube. -If you want to get deeper into it in the future, whenever you have a blank (unpainted/un-textured) model you can go to the coppercube polygon editor, select the individual faces of the model, then just add your own image files/photos to the model by clicking "add image", then double click the added image to add the texture directly to the selected polygon faces - very quick and simple - coppercube will generate it's own material slots as you go and then you can have photo-realistic textures of your own making. You can then also use the mouse buttons (and mouse drag) to tweak the scale/rotation/position of the textures in the polygon editor. [img] https://i.postimg.cc/4s9WRGg5/Monk.jpg [/img][/quote]
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