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windlegacy [2021/02/19 11:32] – created sechrest | windlegacy [2023/04/03 18:33] (current) – steph.jorgensen | ||
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- | Page forthcoming | + | ====== Legacy UE4/Unity wind ====== |
+ | " | ||
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+ | > | ||
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+ | Wind animation is controlled by editing the properties on the [[fanvfx|Fan object]] and the wind properties of each generator in the model (e.g., [[branch_generator# | ||
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+ | When wind is enabled (' | ||
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+ | ===== Wind strength and direction ===== | ||
+ | {{ :: | ||
+ | |||
+ | Set the strength by clicking the blue arrow and dragging it between the " | ||
+ | |||
+ | Gusting can be controlled by moving the green sections on the overlay. | ||
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+ | |||
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+ | > | ||
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+ | ===== Wind Wizard ===== | ||
+ | The best way to get started tuning wind on a new model is to run the Wind Wizard (" | ||
+ | |||
+ | {{wind_wizard.jpg? | ||
+ | |||
+ | Answer the questions on the dialog and press " | ||
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+ | |||
+ | ===== Editing the results ===== | ||
+ | |||
+ | You can edit the animation at any time by changing the properties in the " | ||
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+ | |||
+ | ==== Preset ==== | ||
+ | Choose the " | ||
+ | |||
+ | ^No wind|The model will be static in UE4/Unity. **Fastest, lowest quality**| | ||
+ | ^Fastest|Only global sway will be applied to the model.| | ||
+ | ^Fast|Global sway and leaf ripple are applied to the model.| | ||
+ | ^Better|Global sway, branch motion, and leaf ripple are applied to the model.| | ||
+ | ^Best|Global sway, branch motion, leaf ripple, and leaf tumbling are applied to the model.| | ||
+ | ^Palm|Global sway, branch motion, leaf ripple, leaf tumbling, and frond ripple are applied to the model. **Slowest, best quality**| | ||
+ | |||
+ | ==== Generator properties ==== | ||
+ | For the most part, the properties in each generator' | ||
+ | |||
+ | There is one notable exception to this rule: the " | ||
+ | |||
+ | The generators that move independently in the wind are determined by the first generator -- along any path from the " | ||
+ | |||
+ | ==== Branch motion ==== | ||
+ | The whole model sways in unison according to the " | ||
+ | |||
+ | In general, " | ||
+ | |||
+ | ==== Leaf motion ==== | ||
+ | Leaf motion is divided into rippling (leaf vertices oscillate along their normals) and tumbling (whole leaves rotate about their anchor point). | ||
+ | |||
+ | ==== Frond motion ==== | ||
+ | Frond motion is always accomplished by frond vertices oscillating along their respective vertex normals. | ||
+ | |||
+ | ==== Gusting ==== | ||
+ | Gusting provides a mechanism to have the wind strength periodically rise and fall, simulating gusty conditions. Edit the [[fanvfx# | ||
+ | |||
+ | The “Set conditions” menu option on the fan and wind toolbar menu provide shortcuts for setting common conditions like breezy and stormy. These choices set the nominal wind strength and gusting parameters to best match the named conditions. Use these settings to help guide wind tuning for models that will be in the same scene. The Wind Wizard will attempt to set all wind properties such that the model behaves appropriately under all of the preset conditions. | ||
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+ | You can force a gust to happen by double-clicking on the gust area of the wind overlay. | ||
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+ | > | ||
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+ | ===== Exporting ===== | ||
+ | When you export a model to UE4 or Unity, all of these wind settings go with it. There is SpeedTree code in the engine to replicate the behavior you see in the Modeler in your game. | ||
+ | |||
+ | > |