Hello! I am trying to follow some guides on how to use pivot painter to get some realistic grass physics going, but I am quite stuck. Most guides just say “just do X” without explaining the step, and I’m having a hard time figuring out the proper workflow.
Currently, I have a mesh of a tuft of grass (no hierarchy since they are all independent). I run the script, split the faces into separate elements, and export the mesh and the weightmaps (or whatever you call them). When I apply the maps to the instance of my material (following this guide: https://georgeokeeffegameart.wordpre…ealistic-wind/) I only get veeeeeeeeeeeeery slight movement. As if they are all attached with the exception of the most extreme vertices. I assume I have to manually paint the vertices using the Vertex Alpha Painter in the script to get more variation in the weighing.
But I cannot figure out what sort of values to start experimenting with, no matter what I try, everything gets completely weighed and I get no movement at all. Any ideas? Do any of you know of any decent walkthroughs of the workflow in 3ds max?