Texture behaviour

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slowtiger
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Texture behaviour

Post by slowtiger »

I want to build up characters from elements like this:
http://www.slowtiger.de/examples/txt_nobone.mov
a vector shape with an animated outline, filled with a tiling texture. These should be layer bound to a bone rig. But when I do that, I get this:
http://www.slowtiger.de/examples/txt_bone_null.mov
Being bound destroys the "tile" property of the texture completely. And it can't even be restored by dragging that vector layer out of the bone layer, nor by erasing the shape and creating a new one!

What I use now as a workaround is to put each vector layer into its own group layer, and this group layer inside the bone layer. That way at least layer binding is possible:
http://www.slowtiger.de/examples/txt_group.mov

It would be nice to be able to have flexible binding, but I found no way to make it work with tiled textures. Any thoughts?

(Tested in 5.3 and 6.2)
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lwaxana
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Post by lwaxana »

If you don't need the texture to move with the objects, I think masking could work.
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slowtiger
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Post by slowtiger »

Hm ... at first I thought, "but then I have to duplicate the mask layer since I need the outline visible (and the shape to be animated)". Then I remembered that my outlines were all black - and that I could set the texture/image layer to "multiply", thus creating the illusion of a texture-in-fill-only.

Setup:
- group layer "hide all"
- - texture or image layer (I used a big vector shape with texture fill) "mask this"
- - bone layer "add to mask"
- - - vector layer (white with wiggling black outline)

http://www.slowtiger.de/examples/worm.mov

You only need to set the texture/image layer to "hide in editing view".

I'm not completely sure, but the bug also seems to work when I create a vector layer inside a group layer, then create the shape and fill it with texture: tiling doesn't work. Have to remember to create vector and texture fill first, only then put them inside any group.
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Víctor Paredes
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Post by Víctor Paredes »

Hi, Slowtiger, can you upload an anme file with the problem? I would like to check it to see if I can help on that.
slowtiger wrote:Hm ... at first I thought, "but then I have to duplicate the mask layer since I need the outline visible (and the shape to be animated)". Then I remembered that my outlines were all black - and that I could set the texture/image layer to "multiply", thus creating the illusion of a texture-in-fill-only.
If I remember well, since version 6 there is the option "exclude strokes" on masking tab.
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