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Hi Dearmad!
Thanks for your long explanation! This sounds like it could work
things. So if anyone has another good idea ... ;-)
Bye JSJ
P.S. good luck for your finals
Dearmad <dea### [at] applesnakenet> schrieb in im Newsbeitrag:
3C7978B9.A34A9BE1@applesnake.net...
> Only one that pops into my head is a two-part solution.
>
> Build a solid appearing glass with the initial bullet hole and
> travelling fracture lines in actual pieces CSG'd together, BUT,
> be prepared to do the following:
>
> nothing more complex then a sequence of mapped on textures using
> however many frames you need of 2d art that illustrate the
> texture proceeding to crack. I would do this by using an index
> mapped texture map- not sure the exact term, but one where you
> index actual texture numbers to you have maximum control over a
> set of procedural textures you will define as your need
> requires. Creating these frames can be approached itself in any
> number of ways. I'll go no further on this.
>
> I will say this again, because it needs to be stated twice:
> Build the glass in pre-broken pieces that match you fracture
> lines. Do this before building the fracture-line version
> indexed-texture map series, because then you have a potential 2d
> map to work from. (Big HINT there.)
>
> When you animate, and when it comes to the time after the
> fractures are done growing, blow the pieces apart as you will.
>
> This whole process may require serious further innovation and
> changes as you proceed.
>
> No, I'll answer no more on this subject, nor elucidate. I have
> finals approaching. And besides, there are other bigger, smarter
> people around here who can help too.
>
> -peter
> --
> Current obsession: "Ballet pour ma fille."
> http://www.applesnake.net
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