athomas Posted July 8, 2003 Share Posted July 8, 2003 What would be the best way to create footprints on the floor and the dust with it. At the moment my geometry emits particles just before the collision with the ground (keyframed by hand), is there a more procedural way to check for geometry collision? Also I'd like to leave a footprint in the ground, what would be a good way to achieve this in SOP's? Cheers Andre Quote Link to comment Share on other sites More sharing options...
edward Posted July 8, 2003 Share Posted July 8, 2003 ray sop maybe? Quote Link to comment Share on other sites More sharing options...
anakin78z Posted July 9, 2003 Share Posted July 9, 2003 maybe not geometry collision, but you could probably get the timing from your step animation. Say you took that curve into chops, you could probably find a way to figure out when your foot hits the ground, and use that to trigger your particles, or your footprint. As far as creating your footprints, maybe look into generating a top-down map of the step locations that you can use as a displacement map. (an idea: if you penetrate the floor surface a bit on every step, you could render the floor from below, and make the shoe white while the floor is black. That way you'd see the feet only when he steps down, which would work perfectly for displacement.) Cheers, Jens Quote Link to comment Share on other sites More sharing options...
jjstanley Posted July 11, 2003 Share Posted July 11, 2003 I have thought of doing something like that myself but haven't had a chance yet. I was going to try adding a layer of particles to the ground (dust) and the setting the foot to kill the particles on collision. Just an idea but it might be worth a try. Quote Link to comment Share on other sites More sharing options...
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