moving with the wind

<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a> so I added another UV map to your model called the blender default 'UVMap', with the same coordinates as the other one and <a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/REdBush2.jpg.6b346dbc4ce76be9bf394a80ba65281b.jpg" data-fileid="1585">[img]<fileStore.core_Attachment>/monthly_2017_03/REdBush2.thumb.jpg.7c39efcd2e70a531ef8926c47dc5884e.jpg[/img]</a>it works. The bush sways in game.




The second UV channel is for your AO the same as buildings so it should be


UVChannel_01 = Textures

UVChannel_02 = AO

UVChannel_03 = Movement


Here is the file...



<a class="ipsAttachLink" href="//">RK3DEnvBush2.FBX</a>

i restarted, moved to 2 , i just move a square just a millimeter ... turned to mesh , restarted, move to 3, then i moved the trunk to corner and rexported ... they move !!! but lol i ve got this


recompiling with yours


These pictures show the 3 UVchannels for the spruce tree.


Channel 1 - Textures. Unwrapped to get the best texturing I can do.

<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/UV01.jpg.9a1cd4c0347fcf836e0beae28f1eb710.jpg" data-fileid="1587">[img]<fileStore.core_Attachment>/monthly_2017_03/UV01.thumb.jpg.6fd1a353add66ef03738b26921c8f8a7.jpg[/img]</a>



Channel 2 - AO. Unwrapped using the 'smart project' which lays out all faces with a space between them for the bake.

<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/UV02.jpg.78b0d3e32bdddaaadedd7bbc19008d68.jpg" data-fileid="1588">[img]<fileStore.core_Attachment>/monthly_2017_03/UV02.thumb.jpg.c8cbce9c189b3aa665327707e786273a.jpg[/img]</a>



Channel 3 - Movement mapping for the swaying.

<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/UV03.jpg.9d2eb5026d0ddf11ee2a7c6bbeb2d24d.jpg" data-fileid="1589">[img]<fileStore.core_Attachment>/monthly_2017_03/UV03.thumb.jpg.7a98b37fcc6f8fbfc9db9ac211e2e24a.jpg[/img]</a>



Bark texture...




Branch texture...

<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/SpruceTree.png.c89915077ba73db47beaa177fe806849.png" data-fileid="1592">[img]<fileStore.core_Attachment>/monthly_2017_03/SpruceTree.thumb.png.5c4451502dd7937031b8140d914fed3b.png[/img]</a>




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/SpruceTreeAO.png.211865ea45a7beefe8ef1b7241b6d63f.png" data-fileid="1593">[img]<fileStore.core_Attachment>/monthly_2017_03/SpruceTreeAO.thumb.png.9be6372487441987e15bfe1b2faf51e8.png[/img]</a>




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a> don't bother... I got the same thing too. The problem I think is that the bill board material makes the leaves grow each spring, so will stretch out your textures and make funky things.

You have two options...

1 - change material to 'FoliageMaterial' which should keep them ever green and make them sway in the wind.


2 - Scale the faces with the leaves in your model down to about 1/10 of the size you ultimately want them to be. The game will increase the size as it needs to.

See this pic of my maple tree for comparison...

<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1594" href="<fileStore.core_Attachment>/monthly_2017_03/Maple.jpg.34b687a35330277249bf65a3b3f02b1c.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/Maple.thumb.jpg.4f078f03b7f4eb8d02f3fdea0adb71cc.jpg[/img]</a>

The large faces are bare branches, which are at 0,0 so they do not sway and will stay visible all year long.

The small faces are the leaves, these are full UV and will grow each spring, disappear in winter, and sway with the wind when using the billboard material.


Oh, and you might want to try to offset the UV placement of the leaves on channel 3 so that the center of the square is at 0,0 so only the top right 1/4 is on the map, like the images I showed in the last post. That might also be stretching out the textures in funny ways.



it gave me the same thing , totally difformed


ok, then i will try to scall down all the leaves


gah it does the same [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />


i guess i need to scale them to to 1/10th before doing the uv2 and 3 ?