Author Topic: new concept of waterfalls  (Read 1041 times)

Legacy_NWN_baba yaga

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new concept of waterfalls
« on: October 07, 2011, 10:08:02 pm »


               finally I managed to use the animesh modifier to create a waterfall with scrolling textures. Here is a quick test i did with 2 simple shaped models (planes) and 2 different waterfall textures layerd over each other. Suggestions and critics are welcome;)

http://www.xfire.com/video/4e9ddd/

p.s.
the textures are not optimized by now so there is a soft edge visible.
               
               

               


                     Modifié par NWN_baba yaga, 07 octobre 2011 - 09:18 .
                     
                  


            

Legacy_Bannor Bloodfist

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new concept of waterfalls
« Reply #1 on: October 07, 2011, 10:19:42 pm »


               Please, PLEASE, create a tutorial on how to do this, complete with step by step pics on the process!

This would easily be a widely used procedure for lots of different things.

We will be more than glad to host that for you on the tutorials section at Harvest Moon Consortium, link in my sig.

I can hook you up with some screen capture utils if necessary.  Catpures windows, mini-windows, menus, etc...
               
               

               


                     Modifié par Bannor Bloodfist, 07 octobre 2011 - 09:20 .
                     
                  


            

Legacy_gutwrench66kg

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new concept of waterfalls
« Reply #2 on: October 07, 2011, 10:24:30 pm »


               beautiful!
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #3 on: October 07, 2011, 10:25:25 pm »


               I can sent or upload my 3dsmax 7.0 source file for you with all the modifiers and the uvwmap animation (+ the mdl and textures). You would only need to add the placeable 2da entry.

Yoou know... my english is just not the best:D Does that sounds good?

I can try to write one anyway:D
               
               

               


                     Modifié par NWN_baba yaga, 07 octobre 2011 - 09:33 .
                     
                  


            

Legacy_Fester Pot

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new concept of waterfalls
« Reply #4 on: October 07, 2011, 10:46:05 pm »


               How are those toad animations and improved tbs forest coming along?

FP!
               
               

               


                     Modifié par Fester Pot, 07 octobre 2011 - 09:47 .
                     
                  


            

Legacy__six

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new concept of waterfalls
« Reply #5 on: October 07, 2011, 10:48:36 pm »


               Short form: apply a UVW XForms modifier (don't collapse it) to your mesh, with an Aurora Animesh modifier on top. On each keyframe of your animation, set the U or V Scroll property to a different value. For a smooth looping animation it needs to go from 0 to 1, though I tend to add a 0.5 scroll keyframe in the middle to make sure all goes well.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #6 on: October 07, 2011, 11:12:26 pm »


               _six nailed it. But here is another example of using a curved shape with a scrolling texture...

http://www.xfire.com/video/4e9e70/
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #7 on: October 07, 2011, 11:16:13 pm »


               

Fester Pot wrote...

How are those toad animations and improved tbs forest coming along?

FP!


sorry about the toad... but it seems to me he has a deep sleep:whistle:. Same as the forest. Im working on my module content like a madman...
               
               

               
            

Legacy_Bannor Bloodfist

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new concept of waterfalls
« Reply #8 on: October 07, 2011, 11:23:59 pm »


               

_six wrote...

Short form: apply a UVW XForms modifier (don't collapse it) to your mesh, with an Aurora Animesh modifier on top. On each keyframe of your animation, set the U or V Scroll property to a different value. For a smooth looping animation it needs to go from 0 to 1, though I tend to add a 0.5 scroll keyframe in the middle to make sure all goes well.


So, are you physically moving the vertices at each frame or just changing the numbers on the scroller?
               
               

               
            

Legacy_Bannor Bloodfist

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new concept of waterfalls
« Reply #9 on: October 07, 2011, 11:34:29 pm »


               

NWN_baba yaga wrote...

I can sent or upload my 3dsmax 7.0 source file for you with all the modifiers and the uvwmap animation (+ the mdl and textures). You would only need to add the placeable 2da entry.

Yoou know... my english is just not the best:D Does that sounds good?

I can try to write one anyway:D


Sure, please send the source file, and I will attempt to create a tutorial from that.
               
               

               
            

Legacy_NWN_baba yaga

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new concept of waterfalls
« Reply #10 on: October 08, 2011, 12:28:50 am »


               I pakage the stuff up by tomorow. To where can i sent it then?
               
               

               
            

Legacy_OldTimeRadio

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« Reply #11 on: October 08, 2011, 12:57:51 am »


               Great work, Baba!  Glad you stuck with the animesh after all.  '<img'>
               
               

               
            

Legacy_henesua

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« Reply #12 on: October 08, 2011, 02:45:08 am »


               

_six wrote...
For a smooth looping animation it needs to go from 0 to 1.


Sounds like you could make good use of a sine function to handle the smooth looping if you can input the value from a script into the position at each key frame.

And by the way, Baba,....


GORGEOUS WORK!
               
               

               


                     Modifié par henesua, 08 octobre 2011 - 01:45 .
                     
                  


            

Legacy__six

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new concept of waterfalls
« Reply #13 on: October 08, 2011, 03:32:13 am »


               

henesua wrote...

_six wrote...
For a smooth looping animation it needs to go from 0 to 1.


Sounds like you could make good use of a sine function to handle the smooth looping if you can input the value from a script into the position at each key frame.

Actually that's the exact opposite of what you want. A loop needs to be completely constant. You'd be surprised how hard it is to get a constant animation in Max, as it likes to use a sine wave to smooth over transitions. Usually my animation will go from -1 up to 2, and I'll only sample the section for 0 to 1 for my nwn model's anim.
               
               

               
            

Legacy_henesua

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new concept of waterfalls
« Reply #14 on: October 08, 2011, 04:00:44 am »


               I'm not sure we are talking about the same thing. If you use a sine function over time and plug the results into position change you get a very natural looking oscilation. I've done this in procedural animations before for use in real time and it looks very good.