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Everything posted by Zakkorn

  1. 2 other shots of that tree made with GrowFX
  2. Thanks for the help. This is a small sample of the work I did with GroWFX
  3. I changed the youtube address
  4. I finished the project. You can see a small part in youtube of the work. A big thank you to GrowFX and to the people that helped get answers to my questions. https://youtu.be/4zfPoYcsqv4
  5. Not the width but the Length. In the tutorial it shows that to control the length of the Leaves Growth accordingly with the Trunk Growth, it uses the Parameter Length of the Leaves and added a Affect Parameter Length. This parameter does not exist to my version (the latest) Where is this parameter? Thank you I will definitely watch it. Nothing is boring when you want to learn
  6. I am trying to make my tree (actually a branch) to grow. But mostly I am facing crashes. I was following the tutorial animation you have. Anyway after a few tries, at the Creating Growth Animation Leaves part at 2:46 you go to the Parameter Length of the Leaves and you add an Affect parameter Length. My problem is that there is no such parameter in my GrowFx at that particular place. Did you change that in a patch? What I should instead of that?
  7. Oh silly me. I didn't notice the Point Cache modifier :P Now everything is clear. God bless you ptrain03 for your help And a big thank you for the file
  8. Glad to hear that I will download the update. How you pass the cache to as a modifier? Because after you put an edit mesh modifier and collapse it you lose everything (as you normally should). So how you add the cache on it?
  9. I found out that it crashes if the Grow Tree has a cache wind animation. How am I suppose to make then animated if I dont use the cache?
  10. I have seen the tutorial but doesnt say how to convert object to animated vray proxies.
  11. If I put one of the trees in a forest pack area max crashes. I have no idea what I have to do to use the tree to forest pack. Thats why I need your help.
  12. OK but as I said, I made with the graph the Flexibility and the Stiffness to begin after 50% on the object length, thus leaving the lower part of the trunk (where the roots grow) unmovable.
  13. I have made 3 variations of a tree. I have put 300 frames of wind animation as well What is the procedure to prepare it for future use with forest pack, to make a forest for example? What a convert to mesh does exactly? (Why I need to do it) How I make them animated Vray proxies for Forest Pack? Sorry for the questions but I am little nervous, as I have to finish a project till next week, that includes a few seconds of an animated forest. Regards.
  14. Ok understandable But in my 1st test (as I said I did another test 1st) I had the roots as an after mesh again, but it didn't cause that issue. The roots remained still. I had to put the object reaction as an after mesh modifier, because if I had it in the Direction Modifiers the roots changed shape each time I changed something in the branches. And my question after your solution is... Why the roots have to change shape (or move a little) if the object reaction is in the After Mesh tab? They should keep their position at all the frames. As the wind begins to move the trunk at above 50%. So they have to remain still. Is this a bug or limitation of the plugin? Regards
  15. I have sent you a link with the file as a personal message. Regards Zack
  16. So the cache animation gives the ability to detach parts, do whatever you need with them (but keep the polygons count and topology the same) and reattach to the stack. Thats a very good use of the cache. I have to try it. Thanks for the advice
  17. I found a way to remade the trunk without all these path follow modifiers. I didn't notice that the displacement tab in the metamesh section was like the displacement modifier. So I used an image to change the shape. But still I am wondering if there is a solution to the problem above. When we have many metameshed trunks together How can we apply UVW to them?
  18. I did a test animation with a metamesh trunk and cylindrical roots. The roots had object orientation in the after mesh tab The trunk had Wind animation in the After mesh tab. In the first test I used the stiffness graphics chart to put a lot of stiffness at the first 25% so the roots remained still. But in another tree I made, while tried to do the same things the roots change place every frame. But this time they are not moving because the tree is moving in the wind, but its like they change position every frame (like retopologizing themselves) Whatever stiffness I put, they still move. They only way to make them stop is if I turn off the Wind Modifier in the Trunk After Mesh. It looks more like a bug.
  19. I made a tree using the Path Reaction modifier 5 trunks folowing in a spiral way another trunk (that has the spline direction) Because I wanted the main trunk to look like is made from big vein like structure. If you understand what I mean, like an old tree. I don't know if I could do it in another way, as I purchased it few days ago and is my 1st try. The problem is that because there are more than 1 trunks that made the final, through the Meta Mesh, the UVW that are created is a mess. Is there anyway to properly uvw map it? Keep in mind that I need this trunk to be able to animate. If I didnt want it to be animatable I could made the whole trunk in zbrush. Or is there any way to metamesh but to make it look old (without displacement)?
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