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flinkerflitzer | 1 year ago

Thank you!

That's a really interesting idea, but unfortunately I don't think it would be feasible to implement.

3D model texture mappings are one thing. It is quite straightforward to create a bijection to edit either the texture or the model with the texture applied and have the changes propagate to the other. For my program, 1) this 2D UV mapping texture to animation workflow is only one specific application of preview scripting, and 2) you would have to take additional factors into account besides the texture and the animation in order to implement a two-way function between the texture and animation in 2D. This is because a pixel coordinate from the texture may map to multiple pixels in the animation. These correspondent pixels in the animation may have different color data, and so propagating a change back to the texture would have to account for which pixel was overridden most recently, or a different type of heuristic.

I hope that makes sense.

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phil-martin|1 year ago

Oh it makes total sense, for sure. Sorry if I came across pretending it is simple, it absolutely isn’t.

I guess that’s the role of tool builders - is to find ways to do the impossible to support artist workflows.

The first step is to find out if the end user would even want that workflow in the first place. Maybe it makes no sense, to work that way. But if it is valuable then starts the hard part of figuring out if it is worth the programming acrobatics to implement it.