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Ken wrote:
>Personally I would use a height field for this. You can start with a pretty small
>scale for the height and have it grow in size as the impact deepens. Modelling the
>debris and flying dirt will be another task left to your own imagination...
What about this : create several height field textures for different stages
of impact, and fade between them over the course of the impact? But how
would I do that? As for the flying debris, I have no idea on how to do
that. Any Ideas?
I'm thinking of entering the IRTC if I can do this before the animation
deadline (oct 15), but knowing me, I probably wouldn't have it finished in
time. :-(
Rohan _e_ii
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