Warping a Mesh

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Warping a Mesh

It may be useful to warp the mesh as a whole, rather than manipulating the mesh .obj or the canvas, especially if it just involves regular or geometric deformation. Timeline media warps are normally disabled during calibration, but can be added and adjusted afterwards.

From Delta 2.6.48

The warp must be applied to the background layer, and can be applied to a channel or to a mesh. Multiple background warps can be applied to separate meshes and channels. (Selecting the type changes the number selector descriptor.)

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Earlier versions: Delta 2.6.1 to 2.6.47

The warp must be applied to the background layer, and not the media channel but the respective mesh. Delta will allow one or two meshes to have background warps applied:

to apply a warp to the first mesh (ID=1), assign it to channel 17

to apply a warp to the second mesh (ID=2), assign it to channel 18

Note: these are not ‘active’ channels.

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