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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3:50 PM