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!
Since the space warp can't be exported, how else can I export the effect that it creates?
Thanks!
#2
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]
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
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.
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 :)
Torque Owner Joe Maruschak