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	<title>NewSourceMedia Blog &#187; swift</title>
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		<title>Swift 3D v3 Image Sizing</title>
		<link>http://newsourcemedia.com/blog/swift-3d-v3-image-sizing/</link>
		<comments>http://newsourcemedia.com/blog/swift-3d-v3-image-sizing/#comments</comments>
		<pubDate>Wed, 12 Feb 2003 00:22:11 +0000</pubDate>
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				<category><![CDATA[3D Effect]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[image]]></category>
		<category><![CDATA[resize]]></category>
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		<category><![CDATA[swf]]></category>
		<category><![CDATA[swift]]></category>

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		<description><![CDATA[Here a few steps to control the sizing and scaling of your images in Swift 3d v3 Introduction Every time I tried to create a 3D package for my client in Swift 3D v3, my images became distorted after they &#8230; <a href="http://newsourcemedia.com/blog/swift-3d-v3-image-sizing/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[Here a few steps to control the sizing and scaling of your images in Swift 3d v3
<span id="more-255"></span>

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: x-small;"><strong>Introduction

</strong>Every time I tried to create a 3D package for my client in Swift 3D v3,    my images became distorted after they were mapped to their pre-sized objects.    It took me some time, but I finally got it.

Here are the steps that you’ll need to follow to accomplish image sizing    in Swift 3d v3:

<strong>1) Prepare 3D Object

</strong>Download the file above and open up the cube.t3d file. This file contains    a 1 x 1 unit cube that was created in the Extrusion Editor so all 6 sides are    separate objects. This can be helpful if you need to map different images onto    different surfaces, plus you have more control over how images get mapped to    extrusions/lathed objects than primitives.

The cube was built by drawing a 1 x 1 unit cube (with one unit = 10 grid    lines) in the Extrusion Editor. The upper left corner of the cube was placed    at 0,0 so that the bitmap would begin wrapping from that point (if the cube    was centered at 0,0, the bitmap would have mapped starting from the center of    the cube instead of the corner).

Back in the scene editor, I changed the depth of the square (under Sizing) to    0 and then made 5 copies and arranged them to form a cube. (The only thing you    need to be careful of is keeping the front face of the extrusion outward, so    when making the back surface of the cube, you need to rotate the extrusion 180    degrees so that the front is still facing out.)

<strong>2) Image Mapping

</strong>And finally do a Select All and group the sides together. I would keep this    cube.t3d file saved to a safe place for use in future projects so you do not    have to create it again. If you have not already, import your bitmap into Swift    3D and set its wrap in the Material Editor to Planar Solid.

Apply the bitmap to the front surface of the cube (use the Render Window button    just to the left of the Animate button on the main toolbar to see what it will    look like rendered to raster.)

Click on the cube and go to the Scale page of the Properties Toolbar and change    the scale height and width size to match the original imported image height    and width size (this will scale the mapped image back to its original size).    That's it!

If you have any questions, please search or post a question below using the comment form. </span>]]></content:encoded>
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