Hi Chris n all..

Ok.. do so..

Here is a simple anim using this principle and also Interpolators to get more thick grass..=) (its only a line and not a larger area...)

http://hem.bredband.net/1020427g9r/Anims/RadialDeformed_Grass_02.mpg (330 kb mpeg.)

It uses following Structure..

PointGroup (Made up of the endjoint of all Skeletons) its Bound to the RadialDeformer
RadialDeformer
InterpolatorLevel
    GrassLevel1
         Skeleton
         InterpolatorLevel
              NurbCurve
              NurbCurve
*
*
*
    GrassLevel6
         Skeleton
         InterpolatorLevel
              NurbCurve
              NurbCurve

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


Thanks Stefan,

I will try out your suggestions later today.

Chris


----- Original Message -----
From: "Beg-inner" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, August 16, 2007 4:20 AM
Subject: Re: Skeleton collision detection


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




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