Hi, guys. These days I tried the star tools and created some models. Some of them are experimental and not concision. Only this one looks well, and I want to share with you.
By the way, I see zolden's reply in the Star tools bug report thread. Your ribbon project is very good, (looks like that you used a CAT rig, it also very interesting). Now I am working on the physic node to simulate the cloth, I got some progresses yesterday, maybe you will interesting. I really want to have a discussion with you.
For that skirt I used cylindric ribbon and hid half of it with material's alpha. I also checked its perfomance, and must say that computations are pretty cheap. So, we can easily use ribbons as clothes without fps drop. I'd like you to experiment with it. Feel curious, what will you manage to create, your effects usually look pretty.
Thank you. I am glad that you like my models. Yesterday I created a new "physical underdress" with about 30 physic nodes which linked together like a web. Although It still a long way to go, but after all the legs now can collide with the underdress naturally.
New question is that the joints between physic nodes too rigidity and causs mistakes when character do some strenuous exercises.
The pictures are also seen in the bug report thread just under your reply (AMO is my friend since I don't have a US account).
As I understand, you use a mesh with physic nodes which control its vertexes? This is a good Idea, sad we can't use ribbons + physics. How much your method affects fps?
Well that's simple. You just need to set the direction to “radial” and set the particle speed to minus, and they move to the center. If you want the particles remain there at the begining, plz try the "pre-pump".
You can also see how I did that in the max file.
Well, I have not test that. That is because my test model also have some other functions (such as changing different cloth, bust and waistline in 3dsmax and fits groups of m3a files). The physic nodes are the newest function I added to this model, so it still too experimental and complicated for now. But if you mean only the effect of physic nodes themselves, they don't cause fps lost very much in my previous tests.
So only specific people have been 'invited' and not everyone has access to these tools, right? Cool effects, I wanted to see some program like Magos Model Editor that can be used by all for exporting models, rendering team color, other textures, creating particles but it seems all will be on 3ds max, At least this looks way better than any exporting plug in so far. What do the tools look like anyway? I mean is there a screenshots of the plugin's features?
To get the trail particles, I created another particle emitter B and linked it to the main particle emitter A, so the trail particles were just a single emitter which used particle emitter A to get the right locations.
Maybe the two emitters still created too many particles, I think using a ribbon as the trail could be a good idea. But I am not sure, since I don't know how to forecast the cost of each solution.
The star tools beta is easy to get... maybe you need a Heart of Swarm beta to display your model in GE, but the Star tools, you can download them any place, there needs no authorization.
Hi, guys. These days I tried the star tools and created some models. Some of them are experimental and not concision. Only this one looks well, and I want to share with you.
By the way, I see zolden's reply in the Star tools bug report thread. Your ribbon project is very good, (looks like that you used a CAT rig, it also very interesting). Now I am working on the physic node to simulate the cloth, I got some progresses yesterday, maybe you will interesting. I really want to have a discussion with you.
Hey, nice effect!
For that skirt I used cylindric ribbon and hid half of it with material's alpha. I also checked its perfomance, and must say that computations are pretty cheap. So, we can easily use ribbons as clothes without fps drop. I'd like you to experiment with it. Feel curious, what will you manage to create, your effects usually look pretty.
@Zolden: Go
Thank you. I am glad that you like my models. Yesterday I created a new "physical underdress" with about 30 physic nodes which linked together like a web. Although It still a long way to go, but after all the legs now can collide with the underdress naturally.
New question is that the joints between physic nodes too rigidity and causs mistakes when character do some strenuous exercises.
The pictures are also seen in the bug report thread just under your reply (AMO is my friend since I don't have a US account).
The attachments show the situations with/without the physic nodes.
As I understand, you use a mesh with physic nodes which control its vertexes? This is a good Idea, sad we can't use ribbons + physics. How much your method affects fps?
nice, how did you make the particles spawn on the edge and move towards the center? i've tried to pull this off before.
@maverck: Go
Well that's simple. You just need to set the direction to “radial” and set the particle speed to minus, and they move to the center. If you want the particles remain there at the begining, plz try the "pre-pump". You can also see how I did that in the max file.
@Zolden: Go
Well, I have not test that. That is because my test model also have some other functions (such as changing different cloth, bust and waistline in 3dsmax and fits groups of m3a files). The physic nodes are the newest function I added to this model, so it still too experimental and complicated for now. But if you mean only the effect of physic nodes themselves, they don't cause fps lost very much in my previous tests.
@Delphinium1987: Go
thanks, seems obvious now haha :P
So only specific people have been 'invited' and not everyone has access to these tools, right? Cool effects, I wanted to see some program like Magos Model Editor that can be used by all for exporting models, rendering team color, other textures, creating particles but it seems all will be on 3ds max, At least this looks way better than any exporting plug in so far. What do the tools look like anyway? I mean is there a screenshots of the plugin's features?
@Delphinium1987: Go
Isn't that very power consuming? Seems like there is a lot of particles there :) Couldn't every trail be replaced by one particle?
@Eimtr: Go
Yeah, just those who signed in on the Blizzard forums. Lucky cocksuckers huh?
@Leruster: Go
To get the trail particles, I created another particle emitter B and linked it to the main particle emitter A, so the trail particles were just a single emitter which used particle emitter A to get the right locations. Maybe the two emitters still created too many particles, I think using a ribbon as the trail could be a good idea. But I am not sure, since I don't know how to forecast the cost of each solution.
The star tools beta is easy to get... maybe you need a Heart of Swarm beta to display your model in GE, but the Star tools, you can download them any place, there needs no authorization.
@Delphinium1987: Go
you don't need hots beta to load models anymore now that wings is the same patch version
@Delphinium1987: Go
This A and B sounds familiar ;)
I know you can connect those two. I was referring to "tail" or "pinned" instance type.
0.0 A copy of a famous fantasy Russian space aircraft MiG-343. My skill is not good enough, so the details still got many differences and mistakes.
Hope you like it. :-)
@Delphinium1987: Go
Nice copy, I like it.
"Words on fire". I made this with 3dsmax and
FumeFXPhoenixFD lite for my friend. Hope you like it.Lol, and again you created sometnig unexpectedly fancy!
@Zolden: Go
Thx, I like you excellent works too.
A Science-fiction style UI model for SC2.