Creating a map with realistic vegetation movement is quite difficult,and having the grass moving while the trees are completely still looks quite strange to me at least,it’s even more difficult to create a realistic windswept environment. I know that there are ways to make the foliage of a tree move,but how about the branches themselves? for half of the year,trees don’t have any foliage in temperate areas,and colorful spring maps become quite boring after a while,.
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I don’t know about moving the branches…but I do know you can script your foliage to have leaves fall and seem like they are moving in the breeze. Moving branches is probably possible but I’ve never tried it
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I think you’d be able to do it with animations. Of course you’d have to get a script to make it occur, but that’s my only guess.
2 Likes
I would suggest making the branches into separate models, animating them, then having that animation run constantly/or every few seconds.
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If the tree is a model, you can put a value into the workspace. This might not be the most efficient way, but it works for me.
put this script into the value:
local child = game.Workspace:GetChildren()
script.Parent.Changed:Connect(function()
if script.Parent.Value == true then
while script.Parent.Value == true do
for i = 1, desired number do
for i, v in pairs(child) do
if v:IsA("Model") and v.Name == "Tree" then
local branch = v:GetChildren
for i, v in pairs(branch) do
if v.Name == "branch" and v:IsA("Mesh") then
v.Position = v.Position - Vector3.new(direction of the wind)
end
end
end
end
for i = 1, desired number do
for i, v in pairs(child) do
if v:IsA("Model") and v.Name == "Tree" then
local branch = v:GetChildren
for i, v in pairs(branch) do
if v.Name == "branch" and v:IsA("Mesh") then
v.Position = v.Position + Vector3.new(direction of the wind)
end
end
end
end
end
end
end)
to make it look better, you can rotate the branches to make it look more connected, but I don’t know the math to do it.
5 Likes