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Particle : Rate controled by distance ?

Particle : Rate controled by distance ?

2005-05-20       - By Eric Lampi

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Emission is tied to frame rate, so you would get
better results if you changed it to an easily divided
number.  For example, if you take small emitter say
the default sphere emitter scalled to .001, make the
emission rate 10, velocity 0, set the playback to 100
fps, key the emitter to move from -10 x to 10 x linear
keys.  The resulting placement about 95% perfect,
there's a little variation but it's  probably due to
scale.  That will help as well, always make sure you
err on the side of a large scale as opposed to a small
one since when particles really get moving sometimes
you'll see big gaps in the emission.

So in your case if you can scale your animation so
that it will match at 100fps you should be able to do
it more easily than, if you're stuck at 25, 30, 29.97
(which is the worst of this sort of thing) since you
to have your rate set to a factor of the FPS value.
10 of course is the easiest to work out.

E


--- guillaume laforge <guillaume.laforge.3d@(protected)>
wrote:
> Hi,
>  I've got an emitter animated along a curve. If I
> use the rate based on
> time, the distribution of particles along the curve
> isn't uniform because
> the Path %age isn't linear.
> I need a uniform space between each particles.
>  Is it possible to emite one particle each n units
> of a curve ?
>    Thanks,
>  Guillaume Laforge
> CG artist
> www.vol2nuit.fr <http://www.vol2nuit.fr>
>

Freelance 3-D Animator, F/X Artist, Particle Man
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