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…
I was thinking more about this last night.. what if you developed a system where an invisible spline reaches toward the goal (light or whatever), while a visible mesh grows along the spline dynamically? Leaves and branches could be done seporately using the morph target idea, or vertex animation, and then spawned from the…
Ive never done it ingame before, but I have made plant growing animations for a few different types of plants. Sounds like your approach is probably the best one I can think of, but if you really want to go nuts you can research L-systems... its a type of math formula that can be used to describe fractal growth... Best of…
Using fractals would be really cool, but it would have to be part of a full blown simulation because part of what I am doing is guiding the plants growth into artistic shapes as well as towards light sources or other objects. Also the process is reversed as the plant takes damage so it can "ungrow". I am also thinking…
Thanks for all the ideas everyone. I was thinking about this and was wondering if it would be possible to do with a bone rig. 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…
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…