Hey
For a while I've been wondering how one can achieve small animations like flags or foiliage waving in the wind. Speedtree has something like this I think but I don't want to use Speedtree for everything.
I'm using UDK alot but I'm also interested to hear how it works in other engines.
Replies
For example:
Red: controls detail movement, the tiny rustling of the leaves
Green: controls the up and down movement of the "branches"
Blue: phase variation of the other 2 channels. so not all planes move in perfect sync with each other, that would look bad
I have often applied the same system to flags aswell.
IIRC a (Constant * Time) -> Sine -> Time input of a Rotator -> Texture Sample.
The Constant controls the speed at which the texture will move, and the Sine makes it go back and forth rather than in a complete circle.
The texture will rotate around it's center and should be painted to have branches or foliage radiate from that point.
I think there was a way to move the point of rotation with a Panner but I can't quite remember where it went or how it connected to everything else.
EDIT:
lol, never mind about the Panner the rotation center is defined in the Rotator node's Center X and Center Y properties.
Way back in early Unreal 3 times long before UDK I made a skeletal actor of a palm tree that reacted to a physics volume to simulate wind. It was kind of cool, but it wasn't very performance friendly.
There are probably new and better ways to animate geometry with UDK but I haven't really looked into it yet. Things like this:
[ame]
or this
http://www.forecourse.com/unreal/BugPaint/BugPaint.html
This type of technique might be a pretty good way to go about animating environment props.