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How is the tno01 water animation done?


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#1
Darkophagus

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Hi,  I was wanting to add to the  tno01 tileset however I am unable to retain the animated water at the bottom of the cliffs on new tiles..... So  I started digging around for info on the water animation of the set but am coming  up empty and figured  I would try ask here.

#2
NWN_baba yaga

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the animation is done via the animesh modifier within 3dsmax. Means that you use a vertex animation method on the water plane and convert it via the animesh modifier into "something" that can aurora read. Vertex animations without the animesh mod. gets ignored by aurora if you dont convert it.

It´s not difficult but an advanced method working with animations and tiles in general.

An alternate method would be using the skin modifier. Where you skin the whole plane into separate bones, lets say 5, one in the center and 4 outwards like a "wheel" and animate the bones. But using a skinmesh on tiles in such a number could cause havoc maybe? Never tried it with many things but it works... see flags as an example or a curtain;)

Modifié par NWN_baba yaga, 31 août 2013 - 08:33 .


#3
OldMansBeard

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You can use CM3 to add random TNO-like waves to tiles automatically. It does the animeshing and animations for you and makes all the numbers match up.

You can't re-import animeshed tiles back into 3dsMax/GMax afterwards, though, so you have to get the tile right in all other respects first.

#4
T0r0

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Does this impact performance ?

#5
Darkophagus

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Thank you  both for  the info.  OMB thank you for CM3 and it's most recent version I will give it a try on the water.