Hey everyone,
I have been working on getting a plant growing in a 3D engine for awhile now I originally started with unreal and have since tried out the idea in several other engines.
The plant needs to grow along a curve and branch out over time. I am accomplishing this by deforming the mesh by a curve in a 3D package and then exporting a vertex animation. When the plant gets to a certain point, where new limbs or features need to be added, I swap out the mesh and continue the process until it is fully grown. The effect is fantastic but of course I can't have any physics on the plant while its growing or have any reactive animation to damage or anything else for that matter.
I was just curious if anyone had any tips or ideas for accomplishing this.
Its not something I have seen in any game before, I realize that its an expensive process in terms of performance but its going to be the focal point of the projects so it doesn't really matter if it takes a bit of a hit.
Replies
-N
Thanks for the idea though it could be part of the solution depending on how I end up doing the overall effect.
no real help on that topic, i guess it would take some custom code instead of using a premade toolset such as unreal
Here is a Farcry 2 tech demo of growing:
[ame]http://www.youtube.com/watch?v=EtHjmYowv8Y[/ame]
[ame]http://www.youtube.com/watch?v=X7uK_YmnlZY[/ame]
I wasn't aware that was a feature thanks for pointing that out. It seams like they may just have a parent child setup where smaller limbs are children of larger limbs which are ultimately parented to the trunk. Then they just scale the leaf cards and limbs.
They might be using fractals to get random growth patterns or something.
I would really like to get in close and see how seamless the limbs are where they attach. I might have to pick it up and take a look.
Its really interesting if anyone has any ideas how they are doing it or know if they ever talked about how they did it please let me know.
This is really is something I am just trying to get working as a stand alone concept. I am more than willing to work with my programmer in an engine that offers full source to make something from scratch or use existing features of a modable engine. So it isn't stuck in anything specific right now.
In fact it may determine which engine I wind up using.
http://www2.tech.purdue.edu/cgt/Facstaff/bbenes/private/papers/Benes09EGNat.zip
google more on "interactive vegetation" and so on, you should find other research work
but this is less of an artist issue than programming. If the game heavily depends on the concept, then it might really need a complex solution... and sounds more like a custom engine modification is needed.
-N
Maybe I am tackling this from the wrong angle since I want to artistic control over what's happening. The problem is that I would need many many bones in order to get this to work correctly possibly upwards of 50 or 80 on a 10,000 triangle mesh. Does anyone have an idea of how this would perform in real time or problems with using bones in this way. I would be scaling the bones like crazy and have to write a lot of scripts in my 3d package but maybe this is a better route.
I know bones can be very expensive....
Any thoughts would be appreciated.