I suppose you could animate geometry, though I'm thinking that only animating textures would be cheaper for performance. 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.…
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.
Often for tree foliage animation you use vertex colour to determine how the foliage planes should move. The RGB channels then control different aspects of the movement. For example: Red: controls detail movement, the tiny rustling of the leaves Green: controls the up and down movement of the "branches" Blue: phase…
Animated textures: 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…