Hey,
I was wondering how one would proceed to animate a tree along with the leaves (blowing in wind) in a realistic manner. I'm pretty sure I'd be using flex and a wind space warp, right? If not, what tools/plugins (preferably free) are available to help me out? I don't want to have to animate leaf by leaf...
Replies
Other than that, I guess the best way would be to use weighting to dictate what parts are stiffer than others. It's been a long time since I used 3DS Max, but I used weights and bones. Then a few animation curves for swaying in the wind/gentle breeze, and I made a script to increase/decrease wind intensity/branch "stiffness".
I am sure Max has gotten better over the years, so there must be better ways.
You CAN bring in morph info into UnrealED, so using advanced tools in Max would work if you save out the morphs.
But I guess I would do it by having a main bone chain running up the trunk, and a few running out the branches. Then if you have more trees, spend some time setting up a rig so all you have to do is move a dummy around for the sway direction. Cant really tell you how to go about making such a rig from the top of my head at this moment, but I think it would entail a spline solver, with the outermost verts linked to the dummy.
Also, depending on how high or low poly it is, then put a slight noise modifier on the leaves, for that sweet fluttering action. Perhaps have a particle emitter or two in the middle, spawning leaves flying off.
That might be a good option if you haven't already modeled out a tree. If you have, you might be able to closely recreate it?
Or maybe I was dreaming...
Thanks again!
http://udn.epicgames.com/Three/InteractiveFoliageActor.html
so the geo does not move at all, but the texture of the leaves shuffle a bit
I did a bones-based approach for this palm tree, but frankly that's more work than it's worth, unless you're limited to bones only. You would be better served by using a vertex shader, like Crysis does. I bet UE3 supports this.
Oops, forgot you're doing it in Max. Noise spacewarp, with a Poly Select modifier to limit it to the tips of the leaf-planes, would probably be the best bet. See the palm tree idea, except no IK.