Hi Chris again..

I am too sleepy..
but found out that the Paste and Distribution tools for spreading copies.. does something that I dont know what..=) but makes things not to work good at all.....when later applying the Radial Deformer to PointGroup created on the Skeletons(joints) in these copies.. =(

If on the other hand one makes the copies manually and placie them (ouch.. too much work for a lawn.. hehe..) then the Radial approach works fine on all grassobjects....! (As shown in that simple 3 grass straws animated prj attached in my previous post....)

I might find out what is going wrong when using the Paste tool.later when I am awake instead of sleeping like now..=).. or someone else might see why it fails.. =)..

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

----- Original Message ----- From: "Beg-inner" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, August 16, 2007 4:39 AM
Subject: Re: Skeleton collision detection


Hi Chris..

Yep.. that is the side effect of my approach..

I then thought of using something like this..(but the below didnt work as
expected.. but I might have done some misses due to being sleeeeeepy.. =)
I add it here anyway..it might give some ideas.. for other solutions..

Level
   Skeleton   (Joint0 Anchored)
   NurbCurve

Use BindNearest on the Skeleton to bind the Curve to it....

Spread the Level Object with the Paste Tool..

Next Select all Skeletons (using Advance Selection tool.. by Object type..)
In Prop Win set last Joint... joint2 or what the last joint is..=)
Use Point Group Tool ...to make Point Group out all skeletons last joints..
Bind the created Point Group to a Radial Deformer...

And then animate or whatever the Radial Deformer...

but.. had some odd results in first try..  bah..

I then tested with just ONE and it seemed to work...
I attached a simple prj that has 3 of them...with an animated Radial
Deformer..(V5.1 SP4 prj)
(I also edit the parts of this prj.. both on the Skeletons setting mid
joints Friction to around 0.5 and moved Radial center out to the border of
its influence  circle.toto make things behave better..)

Take a look and see if any of it is of any help...
and ask, if more help is needed...

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..

----- Original Message ----- From: "Chris Sellars" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, August 16, 2007 1:02 AM
Subject: Re: Skeleton collision detection


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..




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