I’m not sure what the real term for this is, so I’m going to call it ghost movement highlighting in this post.
Ghost movement highlighting is when a spatial leaves behind stationary “ghosts” or silhouettes that eventually fade away. This ends up with a trail of ghosts that highlighting the movement of the spatial.
To achieve this, I assume it requires transparent materials (not sure how that works at all), and a way to highlight the edge of the silhouettes. The transparent materials would somehow have to be animated or reapplied to the spatial constantly in order to get the fading effect.
I haven’t seen anything tutorial on transparency besides transparency sorting which doesn’t seem to be relevant. Edit: nevermind, I found a transparent material in the pallete in the SDK.
I think if you don’t want a full expressioned ghost of your spatial, you can do this using a particle emitter & an image that is just a 2d lining of your spatial, & you can use the glow color to display only the hollow 2d image lining of the Spatial while moving…, you can handle the direction of fading using gravity & linear velocity later on.
Would that work with spatials that aren’t round? It seems that a square-ish spatial would require a “snapshot” of it mid-game to get the glowmap (unless I don’t understand what you’re saying…).
It depends on the texture you are setting to the GlowMap & the emitter…if its a square one then the emitter would be squared, after doing so attach the emitter to the spatial node
I think you have 2 options now left, to try Paul’s suggestion, or to draw a 2d representation template of your character on Photoshop & use it as a GlowMap with a ParticleEmitter…
Is there a way to stroke around the border of the spatial (like in blender object mode when you’ve selected an object, there’s a thin border stroke around it)?
You can search the forum for border stuff… there are a bunch of threads on it. The problem is that you want to render ONLY the border and even Blender would have some trouble with doing that easily.
Easy to render a border for an object that you are also drawing. For the copy, set the material to wireframe, turn up the line width, flip the face culling. But that only draws a border if the object will be drawn on top of it. (Else you will see the wire frame of every triangle.)
Probably you can do what you want with a custom shader. Only draw fragments where the normal is not facing the camera by some threshold.