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skin modifier for terrain

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  • skin modifier for terrain

    I just discovered a probably great way to create terrain for architectual scenes, using contour lines and a base mesh.
    Just as the horrible terrain compound object should do it (if it worked).

    In my exitement I created a short video demo:

    http://www.marclorenz.com/video-tuto...in-terrain.htm

    In research for a script I read a comment about the possibility to use splines as bones for skin.
    It seems to work great and 100% interactive.

    The only thing I have to figure out, is how to control the envelopes properly (i never used skin stuff, so that's a new world for me)

    comments welcome...
    Marc Lorenz
    ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
    www.marclorenz.com
    www.facebook.com/marclorenzvisualization

  • #2
    Very, very smart.

    Comment


    • #3
      You are the Jesus of the week.

      Comment


      • #4
        haha. great technik.
        Jonas

        www.jonas-balzer.de
        www.shack.de

        Comment


        • #5
          very cool, is the quantify mesh only in 2010? Its not in 2008

          Comment


          • #6
            Originally posted by m_hinks View Post
            very cool, is the quantify mesh only in 2010? Its not in 2008
            yes it's in 2010 only...but in 2008 you can use the subdivide modifier...it works pretty much the same way, but operates on triangles.
            Marc Lorenz
            ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
            www.marclorenz.com
            www.facebook.com/marclorenzvisualization

            Comment


            • #7
              nice approach.
              It will be interesting to see how accurate it is
              Chris Jackson
              Shiftmedia
              www.shiftmedia.sydney

              Comment


              • #8
                Thanks for sharing. Always nice to learn new way of working.
                Alain Blanchette
                www.pixistudio.com

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                • #9
                  that definitely rocked.
                  ____________________________________

                  "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                  • #10
                    This is tits, thanks

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                    • #11
                      You know what would be really cool is if you used actual contour lines. Like lets say you had a set of lines with some Z elevation to them....you could animate the verticies (backwards) so that at frame zero the splines would be flat..no Z elevation and at frame 100 they would be in their original state. You could then apply the skin mod and use the splines as bones at frame 0....adjust the envelopes and then the terrain would animate into place by frame 100 according to the shape of the contours. Keep in mind i haven't tried this yet...but i think it works conceptually.

                      Going to have to give this a whirl...thanks for the discovery by the way!
                      -----Dwayne D. Ellis-----

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                      • #12
                        Yeah that would be fun...I just tried it and it seems to work...

                        One problem with the whole thing is that I can't find a good way to control weights. I would like to have some option like weight/crease with sub-d polys. The skin envelopes are a bit dodgy and complicated.
                        Marc Lorenz
                        ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
                        www.marclorenz.com
                        www.facebook.com/marclorenzvisualization

                        Comment


                        • #13
                          go into poly mode and use the paint weights / paint blend weights option - you'll see it as a "heat map" that shows how strong the effect of a bone (or spline) is on the various areas of the mesh.

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                          • #14
                            I wonder if you could skip the skin and do a cross section modifier and/or surface mod on the animated splines when they are flat. I'm thinking there might be problems with that though.
                            -----Dwayne D. Ellis-----

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                            • #15
                              You could use the cross section and surface modifier full stop, I've found it a little finicky in some cases though.

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