pospi
05-29-2003, 12:40 AM
ok, i am after an animatable effect like that in the test image below.
It was made using particle storm, using the FX_linker to spawn randomly sized cubes roughly at the vertices of the parent object, which is just a bunch of points. Of course, this way doesn't really work, because deforming the parent object through bones doesn't change the position of the particles.. Recalculating the particles for each frame will make new cubes in completely different positions, sizes and rotations, again, no good.
Telling each cube to use the bones from the parent object is the best method i have so far, but it still doesn't much help me because the cubes themselves will be deformed by the bones.
What would be really awesome is if it were somehow possible to combine the functionality or HV and PFX, so that each point acts as an emitter, but the 'object hypervoxel' (as im going to call it) is emitted and doesn't interact with neighbouring objects. Of course, this would be really easy to do if i wanted spherical sub-objects, but for cubes and even more complex shapes i guess it's pretty hard.
As you can see by the image, it doesn't really matter if the subobjects clip through each other...
So, any suggestions??
It was made using particle storm, using the FX_linker to spawn randomly sized cubes roughly at the vertices of the parent object, which is just a bunch of points. Of course, this way doesn't really work, because deforming the parent object through bones doesn't change the position of the particles.. Recalculating the particles for each frame will make new cubes in completely different positions, sizes and rotations, again, no good.
Telling each cube to use the bones from the parent object is the best method i have so far, but it still doesn't much help me because the cubes themselves will be deformed by the bones.
What would be really awesome is if it were somehow possible to combine the functionality or HV and PFX, so that each point acts as an emitter, but the 'object hypervoxel' (as im going to call it) is emitted and doesn't interact with neighbouring objects. Of course, this would be really easy to do if i wanted spherical sub-objects, but for cubes and even more complex shapes i guess it's pretty hard.
As you can see by the image, it doesn't really matter if the subobjects clip through each other...
So, any suggestions??