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Author Topic: Animated Flag Demo  (Read 1844 times)

« on: January 12, 2010, 08:04:36 PM »
Further to my previous MAXscript, I thought I'd combine some of my current ideas into a single demo.

The attached folders (just extract to your 3drad folder) contain an animated flag SkinMesh achieved with frame by frame animation. The demo also illustrates a method for selecting segments of the SkinMesh's animation to play under different conditions (notice how it cycles through both sets consecutively before a selection is made). This can effectively be used for an animated LOD effect (incredibly helpful in a big game).

Feel free to use the flag mesh in your own projects. You could even give me credit if you like! (it's only one-sided at the moment, I'll do a two-sided shadow casting version soon)

If someone can achieve the same effect more efficiently, please reply. I'm still very new to 3drad!!
« Reply #1 on: January 12, 2010, 08:39:13 PM »
that looks really awsome, great work!
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #2 on: January 12, 2010, 10:27:54 PM »
Very nice! Much better than animating one in sketchup like I did. :)
« Reply #3 on: January 13, 2010, 12:11:44 PM »
Now I just need to figure out how to do a 'closed hull' version so we can get shadows. Animated shadows are what attracted me to the frame by frame approach.

psikotropico

« Reply #4 on: January 13, 2010, 01:34:21 PM »
Now I just need to figure out how to do a 'closed hull' version so we can get shadows. Animated shadows are what attracted me to the frame by frame approach.

just extrude the entire flag a bit
« Reply #5 on: January 15, 2010, 07:19:37 PM »
just extrude the entire flag a bit

What? That won't make it a closed hull at all, just an open ended box. I'd need to extrude it and then cap the otherside, which wouldn't preserve any of the flag modifiers. The only way to do it copy the mesh frame by frame, flip the normals and then connect the 2 together. Probably easier to start from scratch!
« Reply #6 on: January 16, 2010, 03:28:40 AM »
use shell modifier in 3dsmax
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #7 on: January 16, 2010, 05:01:53 PM »
Ooooo, nice one. I'd never used the shell modifier before! I'll upload an updated version when I have time!
« Reply #8 on: January 16, 2010, 08:03:31 PM »
Ahh, as I feared, it didn't work in 3drad (still appeared one-sided). I'll find a solution when I've got the time!
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