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#1 (permalink) |
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Senior Member
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Hi, i'm animating a mole, he's sleeping. The zeds coming from his mouth following a spline path constraint to above his head. The problem being is that well they don't fade out in Unity. I was wondering if anybody had any tips and the know-how on this subject. Any help will be greatly appreciated!
In advance sorry if the quality of the video is bad. The issue seen (albeit not greatly due to the video) is the dragging of the z's after reaching the top :S Sleeping Mole Animation Test Unity3D - YouTube |
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#4 (permalink) |
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Amateur Artist
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I'd definitely use particles for that in Unity. Although I don't think you can make them follow a given path...
To fade meshes out over time I guess you would either need to create an animated material (pro only) or offset the UVs via a script to use a different tile of a texture strip/matrix and change the opacity that way... |
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| The Following User Says Thank You to Piflik For This Useful Post: |
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#5 (permalink) |
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New Member
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A rather simple way to handle this kind of effect is to use an unused animation channel and bind another channel to it via script in unity.
You can make a shader with a controllable alpha value through the UI and then via script. In your shader, you only have to append it to the diffuse XYZ channels. Then in maya, you can animate for example the X scale of your objects, and using script use this value to change your opacity, then reset the X scale to 1. You'll probably have to split your objects, but this avoids using a more complex shader and sampling a new texture. Particles are terrible in unity, you can only make basic effects. They're working on a brand new engine for the next release. |
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| The Following User Says Thank You to Valerien For This Useful Post: |
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#6 (permalink) |
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Senior Member
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Thanks for the help everyone, here's the progress so far as i've gone with a particle effect...
Unity3D sleep particle effect & paratrooper mole - YouTube I think if i tweak this some more it will look better. The paratrooper isn't finished as i havent finished the animation and texture, for the texture, i've used a modified Toonshader to allow alpha transparency and backfacing, although the culling is a bit dodgy. Not too sure why. |
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