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windlegacy [2022/04/12 12:24] croftwindlegacy [2023/04/03 18:33] (current) steph.jorgensen
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-====== Legacy UE4/Unity Wind ======+====== Legacy UE4/Unity wind ======
 "Legacy UE4/Unity" wind mode exists to support exporting models to versions of UE4 and Unity that do not support the new "Games" wind mode in v9.  Use this mode to make sure your models export to those engine versions correctly. "Legacy UE4/Unity" wind mode exists to support exporting models to versions of UE4 and Unity that do not support the new "Games" wind mode in v9.  Use this mode to make sure your models export to those engine versions correctly.
  
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 When wind is enabled ('8' hotkey or "Enabled" property on the Fan), the model will animate continuously in the window. When wind is enabled ('8' hotkey or "Enabled" property on the Fan), the model will animate continuously in the window.
  
-===== Wind Strength and Direction =====+===== Wind strength and direction =====
 {{ ::wind_overlay.jpg?nolink|}}When wind is enabled an overlay appears under the Fan object in the upper right section of the window, as pictured to the right.  Set the direction of the wind by rotating the Fan (hold 'G', press the left mouse button, and drag the cursor as a shortcut for fan rotation). {{ ::wind_overlay.jpg?nolink|}}When wind is enabled an overlay appears under the Fan object in the upper right section of the window, as pictured to the right.  Set the direction of the wind by rotating the Fan (hold 'G', press the left mouse button, and drag the cursor as a shortcut for fan rotation).
  
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 The best way to get started tuning wind on a new model is to run the Wind Wizard ("Tools->Wind wizard...").  You will see the dialog pictured below. The best way to get started tuning wind on a new model is to run the Wind Wizard ("Tools->Wind wizard...").  You will see the dialog pictured below.
  
-{{ ::wind_wizard.jpg?nolink |}}+{{wind_wizard.jpg?nolink}}
  
 Answer the questions on the dialog and press "Ok" SpeedTree will analyze your model and set wind properties on the generators and Fan object based on your model's structure and your wizard selections.  The model will recompute and wind will be enabled in the window when the wizard is finished.  Feel free to edit the results as described below. Answer the questions on the dialog and press "Ok" SpeedTree will analyze your model and set wind properties on the generators and Fan object based on your model's structure and your wizard selections.  The model will recompute and wind will be enabled in the window when the wizard is finished.  Feel free to edit the results as described below.
  
  
-===== Editing the Results =====+===== Editing the results =====
  
 You can edit the animation at any time by changing the properties in the "Wind" group on each generator and on the Fan object.  This section provides a high-level overview of the process and each general category you'll need to address.  For individual property documentation please reference the [[fanlegacy|Legacy UE4/Unity Fan object page]]. You can edit the animation at any time by changing the properties in the "Wind" group on each generator and on the Fan object.  This section provides a high-level overview of the process and each general category you'll need to address.  For individual property documentation please reference the [[fanlegacy|Legacy UE4/Unity Fan object page]].
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 ^Palm|Global sway, branch motion, leaf ripple, leaf tumbling, and frond ripple are applied to the model. **Slowest, best quality**| ^Palm|Global sway, branch motion, leaf ripple, leaf tumbling, and frond ripple are applied to the model. **Slowest, best quality**|
  
-==== Generator Properties ====+==== Generator properties ====
 For the most part, the properties in each generator's "Wind" group simply act as scalars to movement amounts dictated by Fan settings.  Use these properties to do things like make the outside leaves move more or make individual branches move less via a node edit to a particularly troublesome branch. For the most part, the properties in each generator's "Wind" group simply act as scalars to movement amounts dictated by Fan settings.  Use these properties to do things like make the outside leaves move more or make individual branches move less via a node edit to a particularly troublesome branch.
  
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 The generators that move independently in the wind are determined by the first generator -- along any path from the "Tree" generator -- to have its "Wind:Apply" property enabled.  You can see which generators are currently chosen by enabling wind and looking for the numeric overlay in the [[toolgeneration_editor|Generation Editor]]. The wind level should be chosen such that the branches that move will have the greatest impact on the animation.  This is typically big branches growing off the trunk (and almost never the trunk -- it will sway with global motion anyway). The generators that move independently in the wind are determined by the first generator -- along any path from the "Tree" generator -- to have its "Wind:Apply" property enabled.  You can see which generators are currently chosen by enabling wind and looking for the numeric overlay in the [[toolgeneration_editor|Generation Editor]]. The wind level should be chosen such that the branches that move will have the greatest impact on the animation.  This is typically big branches growing off the trunk (and almost never the trunk -- it will sway with global motion anyway).
  
-==== Branch Motion ====+==== Branch motion ====
 The whole model sways in unison according to the "Global Motion" properties, and branches at the wind level (and their descendants) sway individually according to the properties in the "Branch Motion" group on the Fan object.  Use the profile curves on several of the properties to control how the motion changes as wind strength varies from low to high. The whole model sways in unison according to the "Global Motion" properties, and branches at the wind level (and their descendants) sway individually according to the properties in the "Branch Motion" group on the Fan object.  Use the profile curves on several of the properties to control how the motion changes as wind strength varies from low to high.
  
 In general, "Global Motion" properties should be lower in frequency than "Branch Motion" properties.  And each of these should be lower in frequency than leaf motion. In general, "Global Motion" properties should be lower in frequency than "Branch Motion" properties.  And each of these should be lower in frequency than leaf motion.
  
-==== Leaf Motion ====+==== Leaf motion ====
 Leaf motion is divided into rippling (leaf vertices oscillate along their normals) and tumbling (whole leaves rotate about their anchor point).  Leaf tumbling is considerably more expensive than rippling, hence it is only present in the two highest quality presets. Leaf motion is divided into rippling (leaf vertices oscillate along their normals) and tumbling (whole leaves rotate about their anchor point).  Leaf tumbling is considerably more expensive than rippling, hence it is only present in the two highest quality presets.
  
-==== Frond Motion ====+==== Frond motion ====
 Frond motion is always accomplished by frond vertices oscillating along their respective vertex normals.  Frond motion is typically high-frequency motion much like leaves.  This style of motion is only available in the "Palm" preset. Frond motion is always accomplished by frond vertices oscillating along their respective vertex normals.  Frond motion is typically high-frequency motion much like leaves.  This style of motion is only available in the "Palm" preset.
  
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 >**Note:** The wind animation is a continuous simulation both in the Modeler and in UE4/Unity.  It does not loop. >**Note:** The wind animation is a continuous simulation both in the Modeler and in UE4/Unity.  It does not loop.
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