Fur effect - Apparent pivot to a model bones
Community Forums/General Help/Fur effect - Apparent pivot to a model bones
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I'm presently working on tail fur effect for Candy World Tome III I know that sprites and pivots must be placed to the bones... I do not know how to apparent pivot or object to the bones. How to load an animated/boned model ;Load and root the mesh model = LoadAnimMesh("model.b3d") model = FindChild(model,"namemain_") ;Pivot/Bones code ;(I need your help for it) ;Extraction code Anim1 = ExtractAnimSeq(model,0,29) Anim2 = ExtractAnimSeq(model,30,49) ... |
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Not done much work with bones in B3D, i do all this stuff in the modeller. TBH i dont even think b3d has proper bone controls (may be wrong) unless they are acessable as normal child entities. If so try recursing it and get the joint positions from that.. The other option is to take selected vertices and align fur to the vertex normals (assuming the mesh has enough of them, although how you would get this to move right is another can of worms. I still reckon you are better off using alpha textures for the tail and a detail map (or bump map if b3d allows it nowadays) to kill the smoothness. Oh and get rid of that specular, it is way to shiny. (assuming the dog in your sig is the one) |
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Bones are just like pivots. They can be accessed like any other child entities. |
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Xylvan, I have to ask.. what the heck is that dog doing in your signature? its out of control! Anyway... I agree with D4NM4N, keep the fir within the model and animate that instead |
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lmao! |
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I have to ask.. what the heck is that dog doing in your signature? its out of control! It looks like its dragging its bum on the floor at one point. |
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My dog used to do that (glandular problems) :D |
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She just sit down... nothing more ! |
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Xylvan: Dogs normally bend their legs when sitting down. This one just kind of.... slides and folds, with stretched legs. :-? |
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The only do a maneuverer like that when they have itchybum |
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Sorry, I will change it now... |