View Full Version : growin tenticles
jazzman121 12-31-2002, 01:52 PM hey! in 3dsmax how do i make tenticles or like grass growing?? but i dont want them to be like blades of grass i want them to be like tenticles nice smooth and thick and pointed .. how do i get em to grow? when i just model a pipe and point out noe end dont know how to get em to animate...... and is there anyway...
to make like say 40 tenticles all move in random directions..? and grow in random, do i have to animate each and everyone of em by hand?
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hi, if you want that each tenticle the best way to do it is scripting a little bit, but if you don't know nothing about scripting, then i think you should do some traditional animation.
If you are using max: to get a some realistic into the growing and direction of the tenticles you could use a few ffd sapce warps, that can give to the tenticles different directions, and for the growing scripting, or just animate one by one.
good luck
:thumbsup:
Projectkmo
12-31-2002, 03:26 PM
hmmm...maybe look here...
http://www.asd.3d.pl/scripts/grow/grow.html
see if this might not help you out some how.
good luck!!
pkmo :beer:
3rd Dimentia
01-01-2003, 03:31 AM
Is this the sort of thing you are trying to do? http://home.iprimus.com.au/chrisgray/tentacle.max
Someone else may be able to help you (script) with copying these and being able to change the seed on the noise to make them all different.
jazzman121
01-02-2003, 12:29 AM
woaaaaaaah 3rd Dimentia HOW the heck did u do that?
thats wat i wanted
3rd Dimentia
01-02-2003, 01:59 AM
I made a spline with the first vert being on the ground. You'll need a few segments in there to get a nice deformation. (I think I had 10 or 20) Change all the verts to smooth. I then selected the top vert and turned on softselection and set it to nearly the same as the length of the spline. You should avoid having the bottom 2 verts selected at all so the base is stable. So if your spline is 100 units long and you have 20 segments in there, the softselection setting should be probably 94. Then I assigned a noise modifier to it and because of the softselection it affects the top of the spline more than the bottom. I only used horizontal noise. (X,Y globally) Then I animated the gizmo of the noise up and added an out of range on the position track(relative repeat) to keep it going for ever.Then I made a cone the same height of the spline, and used a path deform and assigned the noisy spline as the path. Then I animated the height and radius of the cone to let it grow. You have to make sure that your pivot of the cone is at the base and make sure you press the move to path button so it all lines up properly. I'm typing this without max open and from memory, so sorry if I forgot anything.
If it was possible to have a spacewarp noise take into account a softselection on the spline, it would make it a lot easier to copy a shitload of them and link them all to a noise spacewarp, thus not needing to go in and change the seed on each of the noise modifiers to make them look random. But alas, it doesn't seem to work.
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