Game Development Community

Space Warp Animations - Cerating Key Frames?

by Brian Wells · in Artist Corner · 03/11/2005 (6:38 pm) · 4 replies

Rather than creating a few animations manually I wanted to create them using space warps. These can not be exported from max->dts of course, but I was wondering if it possible to somehow create keyframes for the deformations that they are creating on each frame. Using the "ripple" effect on a large 2d plane is what I am after (a water droplet effect).

Since the space warp can't be exported, how else can I export the effect that it creates?

Thanks!

#1
03/11/2005 (7:05 pm)
These can be exported, but you would not want to export it this way, as a morph, the file would be huge.. I have nver done it, but you should be able to bind dummies to the space warp, and then use these dummies as bones to deform the mesh.
#2
03/11/2005 (7:50 pm)
I would do what joe said, since morph animations tend to become _huge_

I made a character based completely off of morph animations and the file size hit about 900 kilobytes. And that was with only 4 animations, jump, land, bounce, and melt. (totaling at 100 frames) All on a shape about 200 polies large. Hope this gives some referance numbers for someone out there.

EDIT: The shape also had 3 lod's, the two non full levels were unanimated because it became a bit boring waiting for it to export every frame for every lod (took about 10 minutes for the full LOD in case you were wondering)

[Ishbuu]
#3
03/11/2005 (7:57 pm)
Additionally, morph animations are snapshots of the frames.. it is basically like replacement animation, with a different mesh for each frame of the animation. It works, but it is not recommended unless there is no other way to get the effect.

I did a lot of tests back in the day with things like this exporting to dts.. I even wrote a maxscript for attaching bones to particle positions and animating them for export (for canned explosions.. tornados, etc..)

find a way to have the animations drive bones (dummies) and set it up so it is a valid DTS scene, and it will work just fine.
#4
03/11/2005 (11:18 pm)
Thanks guys...I will give it a try tommorrow :)