Hey all, I'm hoping to get some help here after 3 days of
painstaking research into this issue. So I'm working for a company
that's getting signed on for a project involving project-map graphics
and animations on a mannequin (in the real world with a projector).
We're using Watchout 6 to project the graphics and we'll have a digital
3D model to represent the mannequin. The issue begins at the animations,
I can make graphics and textures appear on the UV unwrapped digital 3D
model no problem, not an issue... but Watchout 6 only displays
animations BAKED into the UVs if I want animated elements. So I use
Blender and I have to do things like decal UV mapping and keyframing
certain elements through the node editor to achieve surface animations. I
can supplement some animations using After Effects by just animating
the .png maps with certain effects but I'm looking for 3d-world effects
like edge-tracing, segmentation, orbting and the like like I can do in
Blender and Substance Painter.
Unfortunately Blender is not
truly capable of exporting or baking these animations to the mesh. I
even installed addons in the hopes of being able to bake out the
animations I can see happening in the viewport on my mesh; mission
failed. No dice unless I want to bake every. single. frame. of.
animation individually. I've tried different methods like matching
animation renders to the UV by projecting them through the same Blender
camera, this resulted in exactly what I was looking for... with the
disadvantage of not having a fully wrap-around animation on the
resulting mesh.. Anyone have any leads, ideas on how to bring in
animations or graphics on the surface of a mesh and then baking the
animation to it's UVs for later use?
Replies
Hard to read your post since it's a giant block of text. Break it up into paragraphs.
Have you looked into converting the UVs into mesh space, flattening them out, then projecting onto that?
The trouble is going to be how to make it seamless across UV seams. I would suggest looking into 3D procedural textures, since they are seamless in 3D space. Then baking them from the 3d mannequin into 2d sequences.
You could also try a technique like triplanar texturing, or blended box mapping. http://www.neilblevins.com/cg_education/blended_box_mapping/blended_box_mapping.htm