Good idea! I also tried this before~ One of my friend hope me to create numbers of this type models and use them as the "masks" .
Here is my model for experiment.
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.
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.
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.
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).
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.
Hi guys, these days I studied some new skills about Blender from my friend. With this I found a method that can transplant motion between two models only need the skeletons of the two models look similar (such as the number of legs and arms). Here is an example:
I transplanted the motion from an mmd (MikuMikuDance) model and made an m3a file for SM_Nova.m3 (again I want to thanks PrintIn for his m3addon script). I should metion that it just a test, I won't use it in my maps unless I get an authorization from the origin author.
Thanks everyoneYour suggestions and guides help me much.
Now I finish the alpha version of my new little spaceship. I used an old animation which I built for the Amethyst (another ship).
The attachment is SC2 map which contains the model files. I hope you will like it although there are still many errors need to be fixed. I will work forward several days later.
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Thank you very much, that is really illuminating.
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@Zolden: Go
Good idea! I also tried this before~ One of my friend hope me to create numbers of this type models and use them as the "masks" . Here is my model for experiment.
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A Science-fiction style UI model for SC2.
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@Zolden: Go
Thx, I like you excellent works too.
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"Words on fire". I made this with 3dsmax and
FumeFXPhoenixFD lite for my friend. Hope you like it.0
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. :-)
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@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.
0
@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.
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@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.
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The attachments show the situations with/without the physic nodes.
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@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).
0
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.
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Does anyone interest in this?
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Hi guys, these days I studied some new skills about Blender from my friend. With this I found a method that can transplant motion between two models only need the skeletons of the two models look similar (such as the number of legs and arms). Here is an example:
I transplanted the motion from an mmd (MikuMikuDance) model and made an m3a file for SM_Nova.m3 (again I want to thanks PrintIn for his m3addon script). I should metion that it just a test, I won't use it in my maps unless I get an authorization from the origin author.
0
Thanks everyoneYour suggestions and guides help me much.
Now I finish the alpha version of my new little spaceship. I used an old animation which I built for the Amethyst (another ship).
The attachment is SC2 map which contains the model files. I hope you will like it although there are still many errors need to be fixed. I will work forward several days later.