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granQ

Tight camo netting

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Almost all modern vehicles (in Sweden at least), comes with barracuda camo net. This was is fitted tight on the vehicles in order to cover its IR signature.

However, its seems impossible to do nice on models/textures.

Here is a picture of what I am talking about

http://www.danskpanser.dk/images/Leopard2_109stor.jpg

How would you solve this? Any pointers. been trying to do a nohq/smdi to get the effect but I am not very successful. If anyone could help and just do a box with what looks like it, I would be super grateful.. but any ideas, tips would be helpful.

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i for one would use some retopo tools, or even the cloth/garment modifier in max, then take it via mudbox and create the HP for normal baking. I really don't know how i would do it in O2 alone though

i'll see if i can do a quick shape for you after the 1st (i am on holidays on my laptop at this moment).

the real issue is that you can't really animate it to behave like it should (no soft selection in O2)

Edited by PuFu

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the real issue is that you can't really animate it to behave like it should (no soft selection in O2)

If you set the weight for certain vertices of an animated selection you can trick it into a behaviour close to dangling cloth.

For example the bent antennae on the M151 Jeep in OFP were tricked into a bouncy behavior using weighting in O2.

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ah yeas, you are definitively right, forgot about the fact that you can weight everything, not just characters

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For vehicles, I think a vertex is either fully weighted, or not weighted. Anything over 50% rounds up to 1, I think. At least, I haven't been able to make a soft-weighted thing.

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For vehicles, I think a vertex is either fully weighted, or not weighted. Anything over 50% rounds up to 1, I think. At least, I haven't been able to make a soft-weighted thing.

Neah, you are wrong. i remember talking about weighting vertices for vehicle animations with SA some time ago, and indeed things like wires and antennas are possible because of it.

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Nope.

The antennas are accomplished by having a number of individual animations for each edge loop in the antennas.

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you can do it with weighting ,

I did with a skirt that fluttered when main cannon fires on a tank . its only like units armpits etc (isdiscrete is obviously different in model.cfg as these are not rtms though) , but you have to be sure to get the power of the brush weighting correct in 02 of course and have enough vertices to see the effect .

you cann tie the trailing edges into the Damper animation for example and script certain parts to a firedeventhandler or even Speed anim

For example of the cammo ,there are some static objects from A2 or even A1 that have a nice Leaf camo effect.

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For vehicles, I think a vertex is either fully weighted, or not weighted. Anything over 50% rounds up to 1, I think. At least, I haven't been able to make a soft-weighted thing.

Not the case, all you have to do is make sure the skeleton is set to the correct isDiscrete value et voila, you have the ability to use weighted verts. (They will need to be in at least 2 bones in order to work properly, but it does work)

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I'll give that a try. I assumed it was not possible due to the way some models that have been donated to CWR2 are set up. Maybe now the ammo feed on the ah1 will deform properly. I tried to give it weighted selections but gave up with a half-assed implementation.

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isDiscrete = 0; works :)

Now I just have to make sure that this doesn't make anything else go awry.

edit: I just found that this stuff goes badly if you have the things in another named selection with a bone, like damageHide, so you must make a new hide animation for each part with a non discrete skeleton.

Edited by Max Power

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Could the weight thing be clarified? Are you saying that to animate the "bounce" in the antenna you would make the antenna "heavy"? Would the antenna bone need to be made a child of the damper bone?

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Weight in this case implying the 'strength' of the selection. 50% meaning it is 50% in the selection and transformations to that bone will be transmitted to those vertices *0.5. For instance, a translation of 1 meter would cause vertices at 50% weight to move 0.5 meters. 50% of a rotation of 2 radians would be transmitted to the vertices, causing them to rotate 1 radian around the specified axis or 'joint'.

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