Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Author Topic: Trying to animate water  (Read 1478 times)

Bobert

  • Full Member
  • ***
  • Posts: 120
    • View Profile
Trying to animate water
« on: August 02, 2009, 08:54:03 pm »

So I've tried using Terranim8or to animate water and everything turned out fine..almost.

The only problem I have is that the water has to be animated for a long scene. As a result terranim8or created ALOT of objects for the water morphing sequence.

Is there anyway to animate water without generating so many objects? Is it possible maybe to use one object (the water) instead of multiple ones?
Logged
If a squirel had lips...could it whistle?

headwax

  • Sr. Member
  • ****
  • Posts: 600
    • View Profile
    • Headwax's Website
Re: Trying to animate water
« Reply #1 on: August 03, 2009, 07:46:42 am »

what exactly is the water doing?

there is watergen which works very well as long as uyour read the destructions and stay away from the bones - some say it is buggy and unstable - which it is ;)

to animate waves I did okay with extruded sp[lines that are mafde into morph targets with morph envy

morphenvy works very well if the destructions are followed. keep ypur names at object01 and object 02 etc.

you could alos use the perlin plugi in with variations on the noise parameter on the same mesh then use morph envy

Logged

headwax

  • Sr. Member
  • ****
  • Posts: 600
    • View Profile
    • Headwax's Website
Re: Trying to animate water
« Reply #2 on: August 03, 2009, 07:56:09 am »

notreallya zip just change the extension to exe (not zip)
Logged

headwax

  • Sr. Member
  • ****
  • Posts: 600
    • View Profile
    • Headwax's Website
Re: Trying to animate water
« Reply #3 on: August 03, 2009, 07:58:36 am »

here is t'other

very difficukt to get
Logged