keep it simple: -Create slice animation variations in maya -export as separate .fbx's -when sword collider enters barrel collider, check angle variable, swap with corresponding .fbx and play animation no physics in this method, but it would be quick and relatively cheap performance wise
I think James Wild is referring to this process, ie editing your cage to get rid of the waviness (snagged from Ben Mathis' portfolio site). Editing the cage is a bit of a pain unfortunately - but a better option than painting it out in PS, in my opinion.
It seems that the engine can detect the LODs but it doesn't swap the models even if I change the LOD ratio. This only happens if the cgf has sub objects. Here's the max source of the model: https://dl.dropbox.com/u/63166765/LOD_Debug.rar any help would be appreciated.
Yes, planning is good. If you are doing a tutorial that is about creating an asset I'd suggest making the asset first as a practice run so you know what snags you'll hit while recording (so yeah, you'll make the same asset twice)
Anything by Looking Glass. Another vote for System Shock 1+2 (Play 2 with the rebirth update). Terranova was squad based play years before swat/rainbow six etc and had fmv cut scenes which actually told a decent story.
Illustration - "The Chase" A SWAT team gives chase to an android in a back alley in a sci-fi city while a ninja looks on, waiting for his moment. It's quite sketchy and I didn't render the details so much. Done in Photoshop.
@zachagreg - The bubbles are sphere meshes and the burst is a cylinder that I distort using world position offset. Its one mesh together with the sphere and I hide/show them using vertex color. Its a mesh swap basically.
Thanks for the remind, I always am careful about that. Yup! I manipulated the system and file units in 3DS Max and changed them to CM, MM and swapped between those units several times. Maybe that caused the problem.
Swapped out my default modular rock asset with a better, improved one. Watched a tutorial on someone's way of doing rocks, tried it myself and got good results. Felt that the rocks needed more form and shape to them.
ah, see what you mean. I intentionally made the hover kind of sway a bit from a controlled hover until corrected, but you're right, it settles too much and makes the loop look odd. thank you!