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Custom Ocean Waves Animation

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  • replied
    Originally posted by Chosker View Post
    no problem!
    out of curiosity: which of the 3 ways will you use? I used number 2 and I don't regret it at all
    of course 2 first one is just impossible with bones no way!! i wish there was a way to you know export import easily to udk and see your animation without using any bone
    I am curious and was wondering if i can use custom ocean waves to get more realism in udk

    Leave a comment:


  • replied
    no problem!
    out of curiosity: which of the 3 ways will you use? I used number 2 and I don't regret it at all

    Leave a comment:


  • replied
    Originally posted by Chosker View Post
    you can do this in a number of ways:
    1. manually animate your waves: put some bones to your ocean and animate them, then export the mesh with the animations and import into UDK, put the mesh and its animation
    2. use a fluid surface actor, and some fluid influence actors. tip: if the fluid influence actor is set as 'wave' type it'll seem like a drop of water over and over, but if you move it via matinee you can get some nice waves
    3. create the waves in the vertex shader: add some advanced stuff into the WorldPositionOffset input at the material editor

    number 1 is pretty straight forward, but it'll be hard to get it looking good.
    number 2 is a little harder but there is enough info at UDN to make it work. the advantage of this vs. number 3 is that the water's collision goes along with the waves, and the fluid surface actor has some very nice interactivity
    number 3 is much harder but with enough searching you can find an example.
    THANK YOU VERY MUCH SIR!
    I hope this is going to help me good

    Leave a comment:


  • replied
    you can do this in a number of ways:
    1. manually animate your waves: put some bones to your ocean and animate them, then export the mesh with the animations and import into UDK, put the mesh and its animation
    2. use a fluid surface actor, and some fluid influence actors. tip: if the fluid influence actor is set as 'wave' type it'll seem like a drop of water over and over, but if you move it via matinee you can get some nice waves
    3. create the waves in the vertex shader: add some advanced stuff into the WorldPositionOffset input at the material editor

    number 1 is pretty straight forward, but it'll be hard to get it looking good.
    number 2 is a little harder but there is enough info at UDN to make it work. the advantage of this vs. number 3 is that the water's collision goes along with the waves, and the fluid surface actor has some very nice interactivity
    number 3 is much harder but with enough searching you can find an example.

    Leave a comment:


  • replied
    up,please point me out how to do this

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  • replied
    Thank you for the reply! Which i don't get it,it requires a skeletal mesh to import an animation.Of course i don't have any bone or dummy skinned to my custom ocean,this is where the problem starts for me.I can't really figure this out.It requires a bone animation skinned to an object to import the animations,this is so silly!!How i am supposed to import this ocean animation

    Leave a comment:


  • replied
    For importing static meshes into UDK along with it's custom animations and such, you should have a look at http://udn.epicgames.com/Three/FBXPipeline.html

    Leave a comment:


  • started a topic Custom Ocean Waves Animation

    Custom Ocean Waves Animation

    Hello, i am trying to do this for a while but doesn't work so far
    I have a custom nice looping ocean waves and want to import this animated mesh to UDK, please point me out how to do this

    Thank you very much!!

    Cheers,
    Barış
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