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Old 02-09-2005, 11:56 PM   #1
mc-fleury
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Default matrix bullet prob

ok i just got the matrix bullet tut and i have i little problem.
i want the instancer to become bigger as it goes farther from the bullet but i dont know how to do that.someone know how i could.

i hope you know waht i mean:attn:
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Old 03-09-2005, 03:28 PM   #2
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Sorry I didn't see this sooner!

From the docs:
The instanced geometry object, also called the source geometry, can be:

* A single object, animated or not animated.
etc...


So, with that in mind, you can animate your original objects slowly scaling up the way you want, then, using the instancer, tell each emitted particle to start at the beginning of the scale animation.

Then, if you want, you can animate each particle on a Per-Particle basis to fade away after a set amount of time via a ramp mapped to the opacityPP slot, or even create an opacityPP node, and control it via some mel expression, etc.

Good luck!
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Old 03-09-2005, 05:14 PM   #3
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thanx for reply but it doesn say me how to do that.where do i have to go...
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Old 03-09-2005, 05:49 PM   #4
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Try key framing the original geometry and then key framing it later about however long you want your animation to be, and do all this before assigning the geometry to the particles. Or listen to rage, he knows alot.
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Old 03-09-2005, 05:54 PM   #5
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thanx but this is the ony way i can do hat cuz i am not very familiar with key framing.can i do that using the attribute of the particle or the emitter.
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Old 03-09-2005, 07:33 PM   #6
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LOL.. thanks Alien ;P


Ok mc-fleury:

1st: What version of Maya are you using?

2nd: In the docs there is a LOT of help and tutorials for basic geometry keyframing.
The docs are REALLY helpfull, trust me

Here is a VERY basic quick way to do keyframe animation:

- Select your geometry then Hit the "S" key to set a "key".

- Move the timeslider ahead to any frame, then move, scale, rotate or otherwise "deform" your geometry, and hit "S" again.

Thats it! Hit play and there you go

To clean up unnessecary keyframes after that, just go to:
EDIT > DELETE > Delete ALL by Type > Static Channels.

Thats it
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Old 03-09-2005, 09:48 PM   #7
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ok thanx a lot.i tought kay framing was another thing. lol noob.
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Old 03-09-2005, 09:50 PM   #8
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No problem
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