Kinematics
08-20-2009, 10:35 AM
Hey everyone,
Okay, we've got some text that we want to suddenly just fall with a flow to it. Kinda like a sentence falling apart and hitting the floor. It is quite a lot of text, like full sentences but I am just testing this method out.
My initial plan was to project the textures onto a plan and using an insert edge loop tool. slice each individual letter out and then delete the ones that don't have text in them.
Following that, I would somehow bake the texture along with the transparency map so that when I render I just have floating text. Then using a standard material with UVs instead of project to attach the text. Then using nCloth, I would drop the whole thing into bits.
It was all a dandy idea till problems started as usual :P
Slicing the text - is that the best way? Is there a better way to break the words apart? I used plans instead of typing it out using the text tool in maya to keep the poly count low by using plans.
Also...how would you use nCloth and control the fall so it is more like a flow. Is there a way to create a volume affector that causes the planes to be affected by ncloth and have dynamics kick in only when it is inside this affector?
When I do a texture bake. The blacks arent true blacks. How do I go about baking the .tga with proper alpha to basically convert from project to using UV maps and have the transparency nicely mapped too?
Any other ideas would be helpful as well. Like if you have another way of approaching this. Would be nice to hear your views.
http://www.media-design.us/187/fall.jpg
Okay, we've got some text that we want to suddenly just fall with a flow to it. Kinda like a sentence falling apart and hitting the floor. It is quite a lot of text, like full sentences but I am just testing this method out.
My initial plan was to project the textures onto a plan and using an insert edge loop tool. slice each individual letter out and then delete the ones that don't have text in them.
Following that, I would somehow bake the texture along with the transparency map so that when I render I just have floating text. Then using a standard material with UVs instead of project to attach the text. Then using nCloth, I would drop the whole thing into bits.
It was all a dandy idea till problems started as usual :P
Slicing the text - is that the best way? Is there a better way to break the words apart? I used plans instead of typing it out using the text tool in maya to keep the poly count low by using plans.
Also...how would you use nCloth and control the fall so it is more like a flow. Is there a way to create a volume affector that causes the planes to be affected by ncloth and have dynamics kick in only when it is inside this affector?
When I do a texture bake. The blacks arent true blacks. How do I go about baking the .tga with proper alpha to basically convert from project to using UV maps and have the transparency nicely mapped too?
Any other ideas would be helpful as well. Like if you have another way of approaching this. Would be nice to hear your views.
http://www.media-design.us/187/fall.jpg
