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Old 17-02-2008, 07:49 PM   #1
twilightened
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Default sprite particles

Hi,

given a camera. A sprite particle system. I need that as the sprite particles travel towards the camera, that the size of the sprite particles remain constant as they travel. How is it possible.

BRgds,

kNish
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Old 17-02-2008, 08:00 PM   #2
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Don't sprites do that by default, you would have to put either or a ramp on the particles to change there size towards the camera.

You could always key the size of the sprites in the Attribute Editor under 'render attributes'. You will find attributes for Sprite Scale X & Y.

Chris
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Old 17-02-2008, 08:34 PM   #3
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Hey
Just so I am clear as to what you are needing:

You want the sprite size to scale UP/DOWN reletive to their distance to the camera correct?

OR, do you wanrt the particles to stay the same size regardless?
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Old 18-02-2008, 01:55 PM   #4
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Default sprite particles

Scene

| |||||||||||||||||||||||||||| 0

camera1 emitter1

when viewed from the camera (say camera1) , as the sprite particles are approaching the camera, they by default, appear to increase in size. Mind you , this happens only from the camera view. If you view from lets say default camera (perspective) then the particles appear same size.

So, when viewed from camera1 the particles should appear as if they are same in size as they were when they started emitting.


BRgds,

kNish
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Old 26-02-2008, 07:23 AM   #5
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Well, the only thing I can think of without doing a lot of testing myself are one of the following depending on what you are trying to achieve:

1. Use an Orthographic camera to render your sprites.
This will not solve your physical sprite size issue, but it will solve the issue of general lens distortion where items closer to camera seem extra large compared to those behind them.

2. Use a set driven key.
Create a locator and parent it to the camera.
Create a set driven key to drive the SpriteScale x&y to appear the same as the sprites get closer to the locator.

3. A mel script that does the same as the above, but with distance to camera as the constant.

Good luck!
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