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- At 12:17 PM 3/23/96 -0800, you wrote:
- >In a message dated 96-03-23 04:03:52 EST, you write:
- >
- >>2) Improved UV Mapping. User-controlled UV mapping, by setting weights
- >> on each point (so that so section stretches more than another).
- >>
- >>
- >
- > Improved? I'd settle for plain old UV mapping now. It's the one major
- >drawback to working with lightwave in a 3d games environment..
- >
-
- I know Ernie has mentioned here that you can write plugins for UV mapping.
- But since the LW format doesn't support them, a plugin would only be useful
- internally. You couldn't export your obect to a real-time 3d game with the
- UVs mapped properly. This is something we've been telling NT we really need
- for a long time.
- -Ace
- Ace Miles * Senior Animator * Time Warner Interactive
- ace@agames.com (work) or ace@got.net (home)
- My opinions are not necessarily those of my employer.
- Although legally they own everything I come up with.
-
-