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How do you get non flora objects to bob in the wind?

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    How do you get non flora objects to bob in the wind?

    There any way of accomplishing this?

    #2
    Model something in maya and or 3ds max. Then rig it then animate it, then export the animation and object as a skeletal actor via the actorX plugin. If you want to use some kind of pre existing object it wont work unless it has an animation set and is a skeletal actor, normal static meshes wont work.

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      #3
      Well, you can use any static mesh you want to bob in the wind if you use a Foliage Factory Volume in conjunction with a Wind Actor.

      The Foliage Factory Volume spawns meshes over an area, with no collision. It's quite powerful for certain purposes, give it a try.

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        #4
        Originally posted by Denny View Post
        Well, you can use any static mesh you want to bob in the wind if you use a Foliage Factory Volume in conjunction with a Wind Actor.

        The Foliage Factory Volume spawns meshes over an area, with no collision. It's quite powerful for certain purposes, give it a try.
        This is what i ended up doing... but it's very bothersome. The assets i wanted bobbing in the wind were fires that go over lit barrels. I need to insert a volume for the flora to cling to, get the fires above the ground, remove the volume, then add the barrels underneath it. If i so much as touch the foliage volume it replaces them and i can't undo. I'm also very much at the mercy of the random flora placement.

        I ended up shortening the fires and just doing a matinee with relative offset. Combined with particles it actually came out pretty good.

        I have a good bit of experience rigging and animating, but i've heard lots of horror stories about importing this stuff into unreal. Then again, this stuff is usualy not as bad as i hear, maybe i'll look into it . The more I think about it the more i want to put a nifty animation into UT3.

        I'll be posting here more in the future since i'm back into UT3 mode
        Here's my scene for for the time being (the lighting's a little f'd on the left, this scene is very much in progress):

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          #5
          You should have said it was fire you wanted to animate. It's a completely different deal.

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            #6
            Yea...wind effects are more for plants. You could make quite a few really nice looking kinds of fires with the particle engine if you play around with it for a little bit, and have them seem to be blowing in the wind. For static mesh fires they'd need to have a skeletal system I think, which would be awkward on a Static Mesh fire.

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