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HeroEngine Support => Art & Art Pipeline => Animation => Topic started by: Prometheus2012 on Sep 28, 12, 03:32:25 PM

Title: [Resolved] Animated (spinning) advertisement signs
Post by: Prometheus2012 on Sep 28, 12, 03:32:25 PM
Hi all. Just wondering what would be the best and least resource intensive method of getting something like this ingame.

(http://www.signindustry.com/led/articles/images/2002-07-30-Barco-CocaCola-U.jpg)

Basically our city is going to be lit up like christmas. We are aiming to have holographic(seethrough) advertisements and billboards dotted around the main streets.

Also how would i go about making some text scroll along on one of these electronic neon signs. And how would i go about making one of these signs spin in a 360 degrees on the spot?

If someone knows of a way of doing any of this without having to code something, i would be highly appreciative.
Title: Re: Animated (spinning) advertisement signs
Post by: FI-ScottZ on Sep 28, 12, 05:39:48 PM
Billboards (http://hewiki.heroengine.com/wiki/Billboards) are the way to go about that.  They are flat rectangles that can display either a solid color or a texture, complete with UV settings for the texture.  They can have their rotation set if your set their orientation axis to None, allowing them to be rotated.

For scrolling text, you could either have the text on a texture and change the UVs over time, or create GUI(s) with the text on them and create a billboard from the gui (http://hewiki.heroengine.com/wiki/Animation_FAQ#How_do_I_display_Scaleform_in_3D_space.3F), then animate the text of the gui.

Be careful with alpha transparency; when two or more transparent things overlap in the view from the camera, there can be artifacts where the one in back is rendered on top, making it look wrong.  That is an inherent limitation of any engine, as it is difficult to always sort it correctly in that case.  So try to have transparent things always appearing in front of things that are not transparent. This specifically applies to alpha blending, not necessarily alpha masking.
Title: Re: Animated (spinning) advertisement signs
Post by: FI-ScottZ on Sep 28, 12, 05:50:30 PM
I suppose another approach would be to do it on a more macro level using model(s).  For instance, to do that picture, you might create a model for the corner building, put different textures on it, and have certain parts rotate.
Title: Re: Animated (spinning) advertisement signs
Post by: Prometheus2012 on Sep 28, 12, 06:23:22 PM
Can a billboard be made to hover in mid air, bob up and down and spin around by itself automatically? Like a futuristic antigravity signpost.
Title: Re: Animated (spinning) advertisement signs
Post by: HE-Cooper on Sep 28, 12, 07:02:21 PM
And then beyond all that the sky is pretty much the limit. You could do particle effects, or the FX system, or make animated static models to bounce the signs while using scrolling UVs on the models themselves.
Title: Re: Animated (spinning) advertisement signs
Post by: Prometheus2012 on Sep 29, 12, 10:06:55 AM
So i should animate the texture by making the U or V move at different speeds?
Title: Re: Animated (spinning) advertisement signs
Post by: Prometheus2012 on Sep 29, 12, 10:09:10 AM
Ive only been using max for a couple of months now, so having to learn all this was kinda daunting. But fun. Ive done virtually no work on mapping as of yet so thats another aspect of max im going to have to master before i can put some nice looking animated things ingame.