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Klirret

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About Klirret

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  1. There's actually another problem I'm having, which is that there are several Stems emitting from the same plane (as part of the same GrowFX object), and I would like them to grow at different speeds. I have added some chaos length which results in them ending up different heights, but I would like them to obviously grow at different speeds from the very beginning. Is there a good way of doing this? Thanks again!
  2. Hi! For a growth animation I'm doing, I have an animated Stem that Leaves grow out of. The Stem goes up quite high, and the problem I'm having is that as the Stem continues growing, the position of the leaves changes; the move upwards together with the Stem. It seems like their position is set by a percentage value instead of a set value, so as the Stem grows the leaves sort of travel up along it. Is there a way to get the leaves to stay in the exact position they are created instead of moving up along the Stem as it grows?
  3. Ah, I see! Do you have any idea of when this might be? Or any other way I can solve this? Thanks!
  4. Hi! Thanks for getting back to me so quickly. I couldn't find an Override Steps modifier, but I did check the Override Steps checkbox in the Mesh Builder menu. That did solve the topology issue, but for some reason there is still some jumpy glitching. Does this work differently than the Override Steps Modifier? I'm working with version 1.9.9. Is the Override Steps modifier part of a later version? I'm attaching the scene so you can take a look! Thank you! fgPlanta04_growfx_animation_084.max
  5. Hi! I'm animating a growing plant, partly by using the "Spline Direction" direction modifier for some curvature. This particular modifier is causing me some trouble however. Because of the spline it seems to be completely ignoring the Steps distance and instead adds in topology wherever it seems to calculate it's needed, mostly where and when the path curves. This means that since the curve is animated the topology of the entire path mesh changes throughout the entire animation. The problem with this is that when the branches appear the topology changes underneath them, meaning they ju
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