Originally posted by Pcjoe
Smart ass, what the hell do you think the aura is doing? The aura is ANIMATING on its own, it has its own bones. My coding didnt animate the aura, thats DTs work, all i did was implement the bending. Combining both of these features makes it MUCH better the beta 1.0 aura.
The aura is rotating in place. If that was how it looked in the show I would say, "the aura looks GREAT!", but it's not. I know it's DT's job, and Im not trying to be a smart ass. I was just saying that if I ever get around to learning how to animate, I will animate all the separate spikes of the aura. Believe me I know how hard that would be, that is why I would do it myself instead of just ask DT to do it. I guess I should have added that the arcs spinning around the aura look great, my mistake.
By "bending" I am assuming you mean the arcs that are revolving around Goku, the white ones that we have never seen before.
By "aura" I am assuming you mean the model that rotates in place, the one that we see in beta 1.0
If you want to give DT a suggestion on how to animate it, here ya go;
MODEL
You start out with the general oval shape. Make 6 "tiers" of spikes, then throw a little randomness in, as far as the exact size/position, but the it should be easy to distinguish each tier separately. The size of the spikes should taper inward the higher the spikes are. You should make the polygons for a seventh tier of spikes at the very bottom but not make them spike yet, but leave a group of polys below that so if you change the position of the seventh tier, the entire bottom of the model won't come up. You should put a single spike on the top.
ANIMATING
Start with the seventh tier of spikes. Spike them out, then bring them up to EXACTLY where the sixth tier is, in terms of size/position/base size, EVERYTHING. Do the same with the sixth tier to the fifth, and so on until you get to the first tier. With the first tier, move all the points of the spikes to match the tip of the spike in the middle, then move and scale the base of the tier accordingly. This will take HUGE amounts of time, but if you look the above animation, it will look like never ending tiers of spikes being generated from the bottom of the aura drifting to the top of the aura and terminating at the tip, JUST like it does in the show.
If the aura absolutely HAS to have bones, then I can see why this would be impossible(unless you can create your own bones in any shape you want), but if you can animate separate vertices in a model this is entirely possible. Let me know.