Hi. I have to uvmap a model (kind a yoyo, which cord is a ribbon) having two main states: one in quiet (ribbon coiled) and one extended. Do I have to model two sets of polygons for them and map in separate sections of the uvmap, hiding and showing them accordingly to the respective animation? Or what else?
Replies
The UVs will remain the same no matter how you deform the object.
So, no. Not if you're deforming the model
Well, the coiled status is just the central cylinder with the ribbon simulated by a normal map + albedo: the extended one is a long flat strip capping from the handle to the cylinder notch. How could it be the same?
No other replies? Was I not so clear?
if the coiled and extended meshes are significantly different you'll probably want different UVs
Figure out how the animation will work, then work backwards to design the coiled vs extended states.
It could be that the coiled ribbon is simply scaled inwards as the separate ribbon unfurls. To mimic the ribbon unspooling.
that's better. thus actually i have to model another set of polys, due the static set is nothing but a cylinders, then map 'em both in the same uv?
A sketch would help a lot here. Do you have any visual examples of what you want to achieve?
If it was me, I would model one yo-yo body, one coiled ribbon, and one uncoiled ribbon. Then uv them all together into a single atlas (sounds like one of your requirements).
Ok. Then make the one or the other visible or invisibile in the engine accordingly to the states (rest or slinged)?
Sure. And there are other ways, like crushing the unspooled ribbon down inside the spooled ribbon, and just animating it flowing out.
Which game engine?
Engine: Unity.