This chapter describes the concept of mappers and how to attach them to an object. A mapper is used to apply an image (such as a texture map, bump map, or opacity map) to all or part of an object.

You'll learn about:
In this Chapter
Mappers are a special class of object that can be transformed and animated, but have no body.
N·World lets you attach the following types of mappers to an object or face part:
Types of Mappers
These mappers can be dynamic or frozen (as described in the section "Dynamic vs. Frozen Mappers," on page 18-11).
Mapper Icons
Each type of mapper is represented in the N-Geometry window by an icon. The lines of the mapper icon describe the location of the mapping image's edges in the projection.
Planar Mappers
In a planar mapper, points in the image are projected in parallel lines through space in the direction defined to be perpendicular to the mapper. This resembles how objects look when they are placed in the path of a slide projector beam.
To define how points in the image correspond to points in the mapper, pairs of numbers called UV coordinates are used. The U coordinate expresses the distance in the image from left to right, with 0 indicating the left side and 1 indicating the right side. The V coordinate describes positions from top to bottom, with 0 for the top and 1 for the bottom. Figure 18.1 shows a planar mapper with its UV coordinates labeled, and a planar mapper bounding an octahedron.

Cylindrical Mappers
In a cylindrical mapper, the image is wrapped cylindrically around the object; the left edge of the image "wraps around" the object until it meets the right edge.
The image thus appears to be "wrapped" around the object like the label of a can of soup, with the left edge of the image abutting the right edge. Figure 18.2 shows a cylindrical mapper with its UV coordinates labeled, and a cylindrical mapper bounding a cube.

Spherical Mappers
In a spherical mapper, the UV coordinates are arranged like the longitude and latitude lines of a globe. The relationship between the image and the mapper is therefore like the relationship between a grid of horizontal and vertical lines and a set of longitude and latitude lines on a globe.
The portions of the image near the top and bottom are compressed at the top and bottom of the spherical region of the mapper. Figure 18.3 shows a spherical mapper with its UV coordinates labeled, and a spherical mapper bounding a cube.

To attach a mapper to an object:
Attaching Mappers
1. Create an icosahedron in N-Geometry.

5. (CLICK-L) on Create Mapper.
Figure 18.7 Selecting the type of mapper7. (CLICK-L) on the black triangle next to Icosahedron group.
Figure 18.9 The object and the mapper are grouped8. (CLICK-L) on the black triangle next to the Icosahedron.
Figure 18.10 The object and the mapper are grouped9. (CLICK-R) on the object in the Browser hierarchy again.
10. (CLICK-L) on Assign Material.
12. In N-Geometry, (CLICK-L) on objects on the element sensitivity menu.
13. (SHIFT-L) on the object, then (CLICK-L) on Shading to display the object in shaded mode.
When you create a mapper, it is by default dynamic-it can be animated just like any other object, independently of the object to which it was assigned. There is no fixed relationship between the object and the mapper. However, N-Geometry also lets you fix the relationship between the mapper and the object through a process called "Freezing" the mapper.
Dynamic vs. Frozen Mappers
Dynamic Mappers
When you first create a mapper, that mapper is dynamic-that is, it is an object that can still be transformed or animated. If you transform a mapper, you change how the image is projected onto the surface of the object.
1. (CLICK-L) on objects on the element sensitivity menu.
2. (SHIFT-L) on the mapper in the N-Geometry window, then (CLICK-L) on Rotate>Y.
5. (SHIFT-L) on the point on top of the icosahedron, then (CLICK-L) on Move.
Figure 18.16 Left, original object; right, moving a point on the object
You might prefer, however, to fix the relationship of the mapper image to the surface of the object. If the surface of your object is going to deform (like the skin on a skeleton), you'll probably want to freeze the mapper so that the same portion of the map always stays with the same face.
Freezing the Mapper
Let's freeze the mapper on our icosahedron:
2. (CLICK-R) on Icosahedron in the hierarchy.
3. (CLICK-L) on Freeze Mappers.

When you freeze a mapper, it is automatically made the mapper currently assigned to the object.
4. (CLICK-L) on points on the element sensitivity menu.
5. (SHIFT-L) on the point on top of the icosahedron, then (CLICK-L) on Move.
Only dynamic mappers can be repositioned. Remember that when you freeze a mapper, you actually create a new mapper that does not have an icon and cannot be repositioned.
Positioning Mappers
If it turns out that a frozen mapper is not positioned quite correctly:
2. Reposition the dynamic mapper.
3. Refreeze the dynamic mapper in its new position.
You can apply mappers to a face part in the same way you apply them to an object.
Attaching Mappers to Face Parts
To attach a mapper to a face part:
1. In the Browser, (CLICK-L) on the triangle to the right of the object containing the face part.

2. (CLICK-R) on the face part to which you want to assign a mapper.
3. (CLICK-L) on Create Mapper.
You've now created and assigned a mapper to an object, transformed a dynamic mapper, and frozen a dynamic mapper. You've also learned how to assign mappers to both objects or face parts, and how to reposition mappers.
Congratulations!
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