Hey,
So I have this environment (A dsic structure of forest landscape) which evolves along different scenes and also within the same sequences.
As I want to prepare as much as I can on frame on 0, I am thinking of setting everything with smart actions and use them when it's time to animate.
My disc structure is superposed around 3 main group layers on the z axis from 0 to -1.
Each group comports sub groups, with themselves sub groups. I have very few images but the trees are so many that they take a lot of control points.
A perfect example for my question on scene 1, I need to make a clearing so that we can see some mountains in the background behind my forest disc structure (which at this point fills up the screen to only show the top edge and everything in it). So I have to take out every trees and props in a little area but on all groups, sub layers etc...
Please tell me If I have the right approach or if it won't be too hard for AS to keep up with:
I'm planning on setting up a cascading bone structure.
So I start from the deepest level group, change it to a bone group, create a smart bone action that switches from normal to wth clearing (moving some trees to the side for ex)
Then I change the parent group to a bone group with a smart action to control the enclosed bone group.
So on and so forth so that all bone groups on all levels are controlled by one master bone group that comportes everything.
Possible?
Thanks
Cascading smart bone groups
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: Cascading smart bone groups
Well that s just what I've done and it works better than I thought it would.