DannJ wrote...
That'll make creating new VFX a lot easier. I used five copies of the same FX all relative to the mouth, and offset four of them manually to coincide with the other mouths. You've just rendered most of my hard work obsolete... 
Once I re-orient the attachment points, I'm afraid I'll wind up making all your hard work obsolete. Sorry, man.

DannJ wrote...
I wonder if it's possible to create an invisibility effect that only targets specific body parts?
To the best of my knowledge, it can't be done in a straightforward manner. The closest I can think of to achieving this kind of effect would be to model the heads as visual effects that can be attached and removed through scripting. That poses a number of problems though. Firstly, visual effect models have their own animations that are independent of whatever creature they are attached to. To switch from one animation to another would require switching visual effects models. The transition would be noticeably abrupt, sort of like seeing someone who had been leaning on a wall a moment ago suddenly standing up straight with no movement between the two poses.
Secondly, a different head/neck model is required for each position on the hydra's body. Heads on the extreme left or right have a more pronounced curvature of the neck than those closer to the center. Multiply those heads by the number of animations to be done, and that's how many head models + skeletons + animations that the hydra will need.
Thirdly, attack animations would be a mess to coordinate. I doubt if the animations among different visual effects can be coordinated, so we'll wind up with heads clipping through each other.
Fourthly, if the player character tries to run off after killing a few heads, the hydra will look strange dragging dead heads around, especially if those heads don't move realistically as if being dragged.
I really gave it a lot of thought when I was rigging the hydra. Unfortunately, the problems involved were far too weighty to spend a lot of time on, especially for one creature. In the end, I decided to give it a fixed number of heads. It's a cop out, I know, but there are lots of other models I would like to work on rather than spending several more months on this creature.
Modifié par Elysius, 30 mai 2012 - 05:40 .