if the base shape changes through the animation, you probably have to just key the FX ribbon as a second pass to match the way the base shape change. There're many ways of doing this easily in max or maya or whatever, problem is Sketchfab doesn't support 90% of them. The only way to do it such that it's compatible with…
Is the animation intended to be that fast in the finished piece? I see 5 poses. If confined to bone anims only, I would suggest making a short cylinder (height of the electric texture band), weighting the top vertices to one bone and the bottom verts to another bone. Then just scale the two bones in/out and move them…
I am working on something to put up on Sketchfab, I need to figure out a way to get the same effect I have by moving the UV tile coordinates up a shaped mesh, but physically so that I can export it for Sketchfab. What it looks like: My current Idea is to make a copy of the Auras mesh (reference object), and have it conform…
The uv's are animated, but unfortunely SketchFab does not support animated UV's. trying to find a way around it by making some sort of pyshical change with a static UV. Such a bummer! lol
a morph target/blendshape animation could work, not sure if sketchfab supports that. You could try skinned mesh and surface constraint the bones to the ref object... well, maybe not. Surface Contraint doesn't work on poly objects. easiest way is probably rigging the FX ribbon with 3 bones and scale them to approximate the…
The gif is really fast, its about 180 frames and i rendered it out to skip 3 frames for sake of file sizes. And then I must repeat what i learn here to another set of Aura FX's. I think I understand what you are saying.. hmm.. I will give the rigging it to a bone a test soon.. in the meantime, if i were to just have the…