LIke the whole mesh disappaers through the grades of transparency? Or like a wave of disappearance consuming it without transparency (some death anims using it)?
Both can be achieved by animating alpha related perameters. But first way requires the material to be in blend mode. And simply alpha color can be used, nit a texture.
While for the second way opaque mode would be fine, but alpha texture should be gradiental, and alpha threshold parameter should be involved to decide what alpha level changes mesh to invisible.
I have mesh with sc2standard mask opaque material: it uses same texture for diffuse and for alpha mask slots (alpha channel is not just full black, i use it for transparency of some parts of mesh), alpha test threshold = 100.
Could you please write configurations of all parameters for this material to make it fully transparent at 1st moment and then become gradually visible during couple of seconds, and stays visible during the remaining time of animation? What parameter of material should i animate?
I can animate visibility parameter of mesh to become it immediately visible, but i need to make it gradual.
Easiest way would be to create a composite material instead of standard one (and check "keep ol material"), which will turn your material into an entry of the new composite material. That entry will have a special alpha parameter, that you will have to animate for the functionality you described.
Another way is to set material blend mode to "blend". Also set Color as a second alpha channel, and animate its alpha or color itself. Also, make sure that your first alpha has only white and black parts, and reduce alpha threshold parameter to something small like 10, to not let your material disappear when second alpha channel will be below the threshold. And if your mesh will loook awkward because of blend mode, check "Z fill pass" box for the material.
How to make gradual appearance and disappearance of parts of the model in 3D Max+StarTools?
LIke the whole mesh disappaers through the grades of transparency? Or like a wave of disappearance consuming it without transparency (some death anims using it)?
Both can be achieved by animating alpha related perameters. But first way requires the material to be in blend mode. And simply alpha color can be used, nit a texture.
While for the second way opaque mode would be fine, but alpha texture should be gradiental, and alpha threshold parameter should be involved to decide what alpha level changes mesh to invisible.
I have mesh with sc2standard mask opaque material: it uses same texture for diffuse and for alpha mask slots (alpha channel is not just full black, i use it for transparency of some parts of mesh), alpha test threshold = 100.
Could you please write configurations of all parameters for this material to make it fully transparent at 1st moment and then become gradually visible during couple of seconds, and stays visible during the remaining time of animation? What parameter of material should i animate?
I can animate visibility parameter of mesh to become it immediately visible, but i need to make it gradual.
Easiest way would be to create a composite material instead of standard one (and check "keep ol material"), which will turn your material into an entry of the new composite material. That entry will have a special alpha parameter, that you will have to animate for the functionality you described.
Another way is to set material blend mode to "blend". Also set Color as a second alpha channel, and animate its alpha or color itself. Also, make sure that your first alpha has only white and black parts, and reduce alpha threshold parameter to something small like 10, to not let your material disappear when second alpha channel will be below the threshold. And if your mesh will loook awkward because of blend mode, check "Z fill pass" box for the material.
@Zolden: Go
I came across this thread while working on a death animation. Thanks for your help Zolden!