#HOW TO WAVE A FLAG?
6 messages in this thread
SUS,
I had the same problems trying to find an IPAS routine to work, But I did use
the grids IPAS to create a one plane object, which if you think about it would
have 1/2 the faces than if you created the flag in the Shaper. I then had to
select first rows of vertices to create the various curved shaped morph
targets.
For any close-up of any object that has curves you will always need plenty of
faces. NO way around it…Good luck,
Bill
Hi Bill.
<<I then had to select first rows of vertices to create the various curved
shaped morph targets.>>
What do you mean You select the rows? how does it affect the wave.pxp?
does it wave only on one side and remains stiff on the other,like a
real flag?
With Thanks
Sus.
SUS,
I did not use any IPAS routine expect for the GRID one to create the flag
object with a specified grid of vertices/faces, I then selected a row of
vertices and then moved them up or down, then deselected those and picked
another row, in other words I manually manipulated the flag into the various
morph targets, it is a tedious process but it is the only one that I know of
that can give you exactly what you want. The number of morph targets depends
on how realistic you want it to be.
Of course I am not really familiar with all the IPAS routines out there and for
all I know someone has come up with one that you can keep the side that is
attached to the pole nice and stiff.
Good luck
Bill
Hi, can I jump in here? I had to animate a flag once, using the waves
utility on a flat sheet witl plenty of faces. This gave me the wavy surface.
Then I took each object and tapered it so that one edge was straight and
statinary. This gave me an anchor for the flagpole. The only problem I had
was that the waves were very regular, not more random as they'd be in real
life.
PMJI, also. This should work as a good way to make a good nonuniform waving
flag (haven't tried it myself). First make a long thin greyscale picture to
respresent the waves of the flag. Then use the Yost group's displace routine to
make a series of morph targets. Fit the mapping icon to the bitmap, and scale
the mapping icon to be larger than the object you're going to morph. Move the
mapping icon to one end of the object to be displaced and create an object.
Move the icon a little and create another object, etc., till you have enough
morph objects. Then do a linear morph between those objects. Use the time\scale
segment to finetune the speed of your animation. Just did a quick test using
valley_l.tga and a 100*100 grid; with a smooth picture it should work quite
well.
John Stetzer
JWS
PMJI,
Good one John, I missed those regular mini tutorials that used to appear more
regularly on this forum…glad to see your upholding the tradition.
Murph'