Hi Stefan, Nice animation.
Played with collision detection in place of Radial Deformer, but PointGroup stops my collision object dead. Delete this PointGroup and my collision object moves again (weird). I have reported this in case its a bug and also asked Vesa if any light can be shed on Skeletons and collsions. Thanks for all your work Stefan, with what you have given me I can easily fudge the effect I want to create Chris ----- Original Message ----- From: "Beg-inner" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, August 16, 2007 11:23 PM Subject: Grass effect....Re: Skeleton collision detection > 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.. >
