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Particle : Rate controled by distance ?

Particle : Rate controled by distance ?

2005-05-21       - By Guillaume Laforge

 Back
Reply:     <<     11  

Thanks a lot Brad !!! Exactly what I need :-)
Cheers !
Guillaume

2005/5/21, Bradley R. Gabe <brad@(protected)>:
>
> I see what you are saying. What you want is for all your grids to be
> rotationally constrained to the camera.
> Orientation plus offset is not going to work, so use the following steps:
>
> 1- Turn on constraint compensation
> 2- Make sure the property page popup option is turned on
> 3- Select all your grids
> 4- Pose constrain all the grids to the camera
> 5- In the constraint multi select PPG, switch to the options tab and turn
> off scaling and position
> 6- Adjust your offset rotation values such that your grids face the camera
>
> If you need to rotate your grids in the camera plane, use the rotation
> axis in the constraint offset.
>
> -Brad
>
> Maybe I'm missing something but the Particle Billboard is always facing
> the camera AND stay "vertical", the only change is it's screen size in
> relation to the distance from the cam. It looks like a direction constraint
> but the two other axis of rotation of the billboard always update to keep it
> "vertical".
> Did I misunderstand something ?
>
> Guillaume
>
>
>
> 2005/5/21, Bradley R. Gabe <brad@(protected)>:
>  Direction constraint towards camera with an up vector should do the
> trick.
> Don't forget, you can tell the constraint which axis you want to point
> towards the camera and which one points up with the up vector.
>
> -Brad
>
>
>  After some tests I think I didn't need particles to do this. Some simple
> grids animated along the path should be easier to control...but I'm hitting
> an other wall :-(
> I can't find the way to constrain a grid to the camera like the particle
> billboard facing the camera.
>  
> Help !
>  
> Cheers,
>  
> Guillaume Laforge
> CG artist
> www.vol2nuit.fr <http://www.vol2nuit.fr/>
>
>  
> 2005/5/20, guillaume laforge < guillaume.laforge.3d@(protected)>: Fantastic
> ! Thanks for the tips :-) It works very well with the emitter animated
> along a circle ( Particle clock look :-) ) Will be harder to use it in my
> scene (camera animation and interaction with characters...) but I'll give it
> a try. Thanks again Eric.
>  2005/5/20, Eric Lampi <ericlampi@(protected)>: 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/><
> <http://www.vol2nuit.fr/>http://www.vol2nuit.fr> >
> Freelance 3-D Animator, F/X Artist, Particle Man --- Unsubscribe? Mail
> Majordomo@(protected) with the following text in body: unsubscribe xsi
>
>

<div>Thanks a lot Brad !!! Exactly what I need :-)</div>
<div>&nbsp;</div>
<div>Cheers !</div>
<div>&nbsp;</div>
<div>Guillaume<br><br>&nbsp;</div>
<div><span class="gmail_quote">2005/5/21, Bradley R. Gabe &lt;<a href="mailto
:brad@(protected)">brad@(protected)</a>&gt;:</span>
<blockquote class="gmail_quote" style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0
.8ex; BORDER-LEFT: #ccc 1px solid">I see what you are saying. What you want is
for all your grids to be rotationally constrained to the camera.
<br>Orientation plus offset is not going to work, so use the following steps:
<br><br>1- Turn on constraint compensation<br>2- Make sure the property page
popup option is turned on<br>3- Select all your grids<br>4- Pose constrain all
the grids to the camera
<br>5- In the constraint multi select PPG, switch to the options tab and turn
off scaling and position<br>6- Adjust your offset rotation values such that
your grids face the camera<br><br>If you need to rotate your grids in the
camera plane, use the rotation axis in the constraint offset.
<br><br>-Brad
<div><span class="e" id="q_103fef94e7db52a1_1"><br><br>
<blockquote cite="http://" type="cite">Maybe I'm missing something but the
Particle Billboard is always facing the camera AND stay &quot;vertical&quot;,
the only change is it's screen size in relation to the distance from the cam.
It looks like a direction constraint but the two other axis of rotation of the
billboard always update to keep it &quot;vertical&quot;.
<br>Did I misunderstand something ?<br>&nbsp;<br>Guillaume<br>&nbsp;<br><br>
&nbsp;<br>2005/5/21, Bradley R. Gabe &lt;<a onclick="return top.js.OpenExtLink
(window,event,this)" href="mailto:brad@(protected)" target="_blank">brad@(protected)
.com
</a>&gt;: <br>
<dl>
<dd>Direction constraint towards camera with an up vector should do the trick.
<br>
<dd>Don't forget, you can tell the constraint which axis you want to point
towards the camera and which one points up with the up vector. <br><br>
<dd>-Brad <br><br><br>
<blockquote cite="http://" type="cite">
<dd>After some tests I think I didn't need particles to do this. Some simple
grids animated along the path should be easier to control...but I'm hitting an
other wall :-(<br>
<dd>I can't find the way to constrain a grid to the camera like the particle
billboard facing the camera. <br>
<dd>&nbsp;<br>
<dd>Help !<br>
<dd>&nbsp;<br>
<dd>Cheers,<br>
<dd>&nbsp;<br>
<dd>Guillaume Laforge<br>
<dd>CG artist<br>
<dd><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www
.vol2nuit.fr/" target="_blank">www.vol2nuit.fr</a><br><br>
<dd>&nbsp;<br>
<dd>2005/5/20, guillaume laforge &lt; <a onclick="return top.js.OpenExtLink
(window,event,this)" href="mailto:guillaume.laforge.3d@(protected)" target="_blank
">guillaume.laforge.3d@(protected)</a>&gt;:
<dl>
<dd>Fantastic !
<dd>&nbsp;
<dd>Thanks for the tips :-) It works very well with the emitter animated along
a circle ( Particle clock look :-) )
<dd>Will be harder to use it in my scene (camera animation and interaction with
characters...) but I'll give it a try.
<dd>&nbsp;
<dd>Thanks again Eric.<br>
<dd>&nbsp;
<dd>2005/5/20, Eric Lampi &lt;<a onclick="return top.js.OpenExtLink(window
,event,this)" href="mailto:ericlampi@(protected)" target="_blank">ericlampi@(protected)
.com</a>&gt;:
<dl>
<dd>Emission is tied to frame rate, so you would get
<dd>better results if you changed it to an easily divided
<dd>number.&nbsp; For example, if you take small emitter say
<dd>the default sphere emitter scalled to .001, make the
<dd>emission rate 10, velocity 0, set the playback to 100
<dd>fps, key the emitter to move from -10 x to 10 x linear
<dd>keys.&nbsp; The resulting placement about 95% perfect,
<dd>there's a little variation but it's&nbsp; probably due to
<dd>scale.&nbsp; That will help as well, always make sure you
<dd>err on the side of a large scale as opposed to a small
<dd>one since when particles really get moving sometimes
<dd>you'll see big gaps in the emission.<br>
<dd>So in your case if you can scale your animation so
<dd>that it will match at 100fps you should be able to do
<dd>it more easily than, if you're stuck at 25, 30, 29.97
<dd>(which is the worst of this sort of thing) since you
<dd>to have your rate set to a factor of the FPS value.
<dd>10 of course is the easiest to work out.<br>
<dd>E<br>
<dd>--- guillaume laforge &lt;<a onclick="return top.js.OpenExtLink(window
,event,this)" href="mailto:guillaume.laforge.3d@(protected)" target="_blank">
guillaume.laforge.3d@(protected)</a>&gt;
<dd>wrote:
<dd>&gt; Hi,
<dd>&gt;&nbsp; I've got an emitter animated along a curve. If I
<dd>&gt; use the rate based on
<dd>&gt; time, the distribution of particles along the curve
<dd>&gt; isn't uniform because
<dd>&gt; the Path %age isn't linear.
<dd>&gt; I need a uniform space between each particles.
<dd>&gt;&nbsp; Is it possible to emite one particle each n units
<dd>&gt; of a curve ?
<dd>&gt;&nbsp;&nbsp;&nbsp; Thanks,
<dd>&gt;&nbsp; Guillaume Laforge
<dd>&gt; CG artist
<dd>&gt; <a onclick="return top.js.OpenExtLink(window,event,this)" href="http:/
/www.vol2nuit.fr/" target="_blank">www.vol2nuit.fr</a> &lt;<a onclick="return
top.js.OpenExtLink(window,event,this)" href="http://www.vol2nuit.fr/" target="
_blank">
</a><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www
.vol2nuit.fr/" target="_blank">http://www.vol2nuit.fr</a>&gt;
<dd>&gt;<br>
<dd>Freelance 3-D Animator, F/X Artist, Particle Man
<dd>---
<dd>Unsubscribe? Mail <a onclick="return top.js.OpenExtLink(window,event,this)"
href="mailto:Majordomo@(protected)" target="_blank">Majordomo@(protected)<
/a> with the following text in body:
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</dl></dd></dd></dd></dd></dd></dd></dd></dd></dl></dd></dd></dd></dd></dd></dd
></dd></dd></dd></dd></dd></dd></blockquote></dd></dd></dd></dl></blockquote><
/span></div></blockquote></div><br>