For a hard surface anim how would one implement the movement of the ring over the geo shown here in the bottom portion of the gif? Morph maps?
https://media.discordapp.net/attachments/267118610143641601/741679782185402378/ABC123B.gif?width=1094
For a hard surface anim how would one implement the movement of the ring over the geo shown here in the bottom portion of the gif? Morph maps?
https://media.discordapp.net/attachments/267118610143641601/741679782185402378/ABC123B.gif?width=1094
Similarly how would one go about animating the skirting / rim of an object that moved from the narrow top of a non-primative-pyramidal-shaped mesh, to the larger base, conforming to its shape?
I don’t have a straight answer, but the new Niagara features are ripe for doing this.
Otherwise, skeletal mesh with a lot of bones, and simulate ragdoll physics can do it too…
ty for your response
morph targets?
Vertex animation?
runtime animation?
Which do you suppose would be the cheapest option? [If it were to be a part of a characters vehicle in a game?]
Depends on application.
Does it only need to deform to this specific mesh? Yes = use an animation.
Niagara would use vertex animation. Which is possibly the cheapest for a real-time deform…
For that, vertex animation would be best, maybe Alembic
Can you possibly point me in the direction of any documentation outlining the performance guidelines from best to worst?