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View Full Version : how to make animated footprints?and some mo'questions


sirius
08-31-2002, 12:43 PM
Hi,

i had like to animate footprints in the snow.
In distance these could be bumpmaps, but nearer i need some actually deforming geometry.

1. How to deform and refine the geometry locally with another animated object (a foot)?
2. Is there a way to automatically create the distant footprint bumpmaps where a creature passes?

Would be very kind if someone could explain me a good workflow, or any other idea than mentioned above.

Also i had like to know if renderman is the only renderer which caculates only the geometry in view, with refinement based on distance and is able to create objects at rendertime?
For example, is max able to use a geometry creating grass shader? Where do i find good documentation?

sirius
:insane:

Reality3D
08-31-2002, 01:25 PM
Look this
http://www.max3dstuff.com/max4/objectDeform/help.html

noon
08-31-2002, 02:30 PM
The way i found using max standard modifier :

- You have to create and place 2 objects for a footsetp.
One which size the real footsetp, used for the push modifier (foot 1b)
One bigger used for the meshsmooth modifier (foot 1a)
foot 1b is linked with foot 1a for animation.

- Those objects must be create at each position where the caractere will do a footstep.
- Then they need to be animated, just by moving them down when the character passes.
- The groud get its selection, from the differents footstep, from the volume select modifier.

So we have two selection :
- one for the meshsmooth modifier
- one for the push modifier where sotfselection is activated

The big inconveniant is that if you have a lot of footstep, you'll have a lot of modifier in the stack....

So the plugin should be better.

noon
08-31-2002, 02:33 PM
forgot the image :

sirius
09-01-2002, 11:46 AM
Thanks a zillion, Noon and Reality3d,

i will try both methods, maybe the plug works ok to avoid a huge amount of modifiers when having 10+ steps.
I tried also with with displace modifier, but then also you need smooth and relax, and it it will aslo result in lots of modifiers in the stack. not really nice.

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