I am working on something to put up on Sketchfab, I need to figure out a way to get the same effect I have by moving the UV tile coordinates up a shaped mesh, but physically so that I can export it for Sketchfab.
What it looks like:
My current Idea is to make a copy of the Auras mesh (reference object), and have it conform to the objects shape, so that when i drag the overlaying mesh with the static UVs, it will appear the same as me just changing the UV coordinates.
So my question to you animators is, how do I have a conforming mesh to another that will just keep pulling inwards towards the reference shaped object.
I tried the conform modifier, but it just conforms once, then when i move the mesh up, it just stays to the last conformed shape, it doesnt recalculate.
Any ideas how to do this? I know there is a way, I've just started dipping into rigging and such so Im a lil unsure what direction to take.
Replies
interesting problem...
looks like a flipbook texture could work... maybe. not sure if it's implemented yet.
https://help.sketchfab.com/hc/en-us/articles/202600873-Textures-Materials-Formats
down in the comments
It's one of the oldest tricks in the book for a lot of things. Come on sketchFab, you're one of the cool kids.
/wags fist
If confined to bone anims only, I would suggest making a short cylinder (height of the electric texture band), weighting the top vertices to one bone and the bottom verts to another bone. Then just scale the two bones in/out and move them upwards.
First keyframe is the bottom bone scaled 0%, the top bone scaled 50%. Middle keys are both bones +/- 80% scale. Final key is top bone 0% scale, bottom bone 30% scale.
Make sense?
I think I understand what you are saying.. hmm.. I will give the rigging it to a bone a test soon.. in the meantime, if i were to just have the static UV assigned to like you said a cilinder, could I have the 'band' of the effect conform to the orignal auras mesh shape? Would it just be some sort of surface contraint/conform.
Moving the band up pyshicaly is what i would like to do, but i also would like it to flow up the orignal meshes shape/faces.