Hi Chris..

Another late reply by me.. =(..

Thx..

Ok.. I havent had more energy to dig more into this..

Thx.. good to hear ii could be of some use

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


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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