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..
>

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