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 .