Hi Stefan, Unfortunately this does not produce the effect I am looking for. The grass should not stretch, it should just bend as objects or forces hit it. This is why I was going to use nurbs curves mapped to skeletons. However I have not been able so far to get the skeletons to react to the simulation system. If I create sub groups for the skeleton points, they just produce unrecognised tag errors when used in a simulation.
Any more ideas from anyone ? Thanks, Chris ----- Original Message ----- From: "Beg-inner" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, August 15, 2007 6:28 PM Subject: Re: Skeleton collision detection > Hi Chris.. > > Here is one way.. dunno if it at all the best way, but it works > somewhat......=) > Just one that came to mind.. > > 1. Spread out Nurbs curves as grass..with the Lattice Paste tool > 2. With All curves selected, in 'Property' window 'Spec' Tab, type in 0 in > the 'Selected Point' Field and hit (Return Key) all curves first point gets > selected.. > 3. Invert this selection now by (Ctrl + i Keys), now all points exept the > first bottom point of all curves (grass) are selected.. > 4. Create a 'Point Group' out of these (Shift + g Keys) > 5. With that 'Point Group' selected, create a 'Radial Deformer' (its in the > Tabbed Toolbar-> Construction) > 6. Set this radial deformer up how you like it to behave.. and animate it > moving through the grass..... > > This was just a brief explanation.. if you wonder about something.. just > ask.. > > For example.. you can Lattice Map 1 or more of these 'Radial Deformers' to a > Character, one to each leg and so on..) > so it look like the character move/deform the grass, or other that you have > Bound the 'Radial Deformer' to...as the character moves through it ! > > (Would be cool if the 'Radial Deformer' and other similar tools would have a > 'Cumulative' option, so a trail of the effect is made..!!!) > > Take Care > Best Regards > Stefan Gustafsson ( Beg-inner ) > A Proud Owner and User of Real3D and Realsoft3D..
