eetu Posted March 26, 2008 Share Posted March 26, 2008 Hi! I wanted to make a bridge that would have some dynamics, so I set my sights on an indianajonesy suspension bridge. I spent quite a lot of time trying to figure out how to create a variable amount of two-way wire-wire and wire-rdb constraints, as I wanted to keep the bridge procedural. ..Didn't figure it out, so ended up with a branching wire "cheat". I wanted to make a partial "chainlink" setup with the cards, but now they are just copied onto the wires. This still looks ugly, but I'm posting it here to force myself to finish it At the very least I want to go thru the material/map randomization. eetu. ee_bridge1.mpg Quote Link to comment Share on other sites More sharing options...
eetu Posted March 28, 2008 Author Share Posted March 28, 2008 Smells like minimum effort, but here's the same with randomized card textures. Some overlapping, but no time left today. Any hints on the issue of making a variable number of two-way constraints? With some of the constraint nodes I can create variable number of constraints, but they all get constrained to the same target. Creating nodes with a script would probably do it, but is there a better way? ee_bridge2b.mpg Quote Link to comment Share on other sites More sharing options...
bealobo Posted March 28, 2008 Share Posted March 28, 2008 I see there are some cards that change with the frame number, that's how I have the whole bridge right now. ! It looks very nice (and complicated). Quote Link to comment Share on other sites More sharing options...
eetu Posted March 28, 2008 Author Share Posted March 28, 2008 (edited) Yea those are the spots where there are overlapping cards, they are sorted a bit differently each frame so you see bits of each every frame. I'll clean up the overlaps and upload the hip. eetu. EDIT: the .hip ee_bridge11.zip crds_a.zip Edited March 31, 2008 by eetu Quote Link to comment Share on other sites More sharing options...
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