I'm using Scaleform's 3Di features to try and achieve a "Dead Space"-like effect on one object in-game.
What I thought would happen was this: I code my UI in Flash/Scaleform using Scaleform's "_z" attribute for each object to give them each depth, connect the SWF to a material/render target in UDK, apply it to a plane, and the 3D effect would be there thanks to Scaleform.
What instead happens is that everything is rendered flat on the surface that I apply the material to.
So, what I'm trying to achieve is, in one SWF and on one Material, using this:
layer1._z = 500;
layer2._z = 0;
layer3._z = -500;
is this:

But instead of having any depth the material renders in flat 2D like so:

(notice the 1, 2 and 3 squished into one)
My question is...am I missing something key? In this case, do I have to have three separate planes AND three separate SWF files for each layer that I want to apply depth to? Can Scaleform not compute the depth automatically in UDK, based on the code in the SWF file that alters the movieclips' _z attribute?
Thanks guys.
What I thought would happen was this: I code my UI in Flash/Scaleform using Scaleform's "_z" attribute for each object to give them each depth, connect the SWF to a material/render target in UDK, apply it to a plane, and the 3D effect would be there thanks to Scaleform.
What instead happens is that everything is rendered flat on the surface that I apply the material to.
So, what I'm trying to achieve is, in one SWF and on one Material, using this:
layer1._z = 500;
layer2._z = 0;
layer3._z = -500;
is this:

But instead of having any depth the material renders in flat 2D like so:

(notice the 1, 2 and 3 squished into one)
My question is...am I missing something key? In this case, do I have to have three separate planes AND three separate SWF files for each layer that I want to apply depth to? Can Scaleform not compute the depth automatically in UDK, based on the code in the SWF file that alters the movieclips' _z attribute?
Thanks guys.
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