Hey guys, I have a material that has various animated parts using panners and rotators. The specific problem I am having is with a rotating disc-like element. I want the outer segmented ring to rotate around the inner solid ring: I can't get the correct rotation down. I've tried using specific masks but I cannot get it to…
Are you sure you set the correct rotation point? Select your Rotator and define the place you need it to be, as of default, it's set to 0.5,0.5, which is in the center.
Glad it works! You didn't do anything wrong if it looks right. Chaining together afine transformations is always tricky when it involves a rotation. I wasn't 100% sure I had those in the right order, but it looks like you figured it out. :) Oh dur, I see where I went wrong. It's like I said about transforming the space.…
Like Ace mentions UV (texture) space starts with the upper left corner of your texture being placed at 0,0. Positive U is to the right, positive V is down. One image is mapped to one unit square of UV space by default. So 0.5,0.5 is the middle of the image. Things to remember: Uv space is infinite. Your texture has options…
If you want it technically correct, you should use smaller images. I take it your ring texture is the same resolution? Thus most of it is black? The way to go would be using 128x128 ring texture on a 1024 texture for example. Else you just waste tons of memory + you get these kind of problems with rotation (though changing…
Thanks for that bit of info, Hourences. I switched to a smaller image for the rings but I am having a hard time understanding whether it has to be uv dependent with the texture or aligned to the center. I have tried different positions but I have yet to get the perfect pivot without having to adjust the rotation center.…
Think of your UV's as a linear graph for now, where your X and Y values will put a dot (center) on it as you change the numbers. 0.5 (if both numbers are the same) is exactly in the middle of the UV. 0.0 is (if I'm not mistaken) left corner of the UV (origin point). 1.0 is the top right corner (which is near what you're…
Thank you so much for putting this into perspective guys! Huge thanks to you, Vailias for taking the time to put together that detailed description and diagram. This helps a lot. Here's what I ended up with in the end: I was having issues with getting the position down with just the one vector 2 parameter as it seemed to…