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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3:50 PM