Alright, so here's the situation. I've got this cloud thing, that needs to have a very subtle undulation over the course of 30 seconds, as shown in the video. Its a REALLY subtle animation, so look close.
https://www.youtube.com/watch?v=gzuZdiKm9cI&feature=youtu.beI made this animation in 3ds max using animated noise modifiers that change over time.
When I import This Mesh into UE4, as i somewhat expected, it does not recognize, or accept the FBX file's animated noise.
Now, as I see it, I need one of three solutions.
1: How to export the file, or arrange the file in 3ds max and/or how to properly import it into UE4. This would be the optimal way for me to do it i think.
2: replicate the undulation effect on the Static mesh from within UE4. This is a close second, either this orthe first on should work.
3: Learn how to do it using bones. This sounds like a nightmare and nigh impossible, at least with my knowledge of bones.
I didn't really see anything online outside of a series of Morph targets, but with such long animations, and the fact that there will be many clouds, this process seems impractical. (not to mention the fact that I have never done such a thing)
So now I come to polycount to help me out here. Do any of you have a good solution to this problem?
Thanks in advance
-Lex
Replies
https://www.youtube.com/watch?v=oPLQOViA8CA
Also, your thread title contains an oxymoron.