sprite orientation?
I've got a question for once. :)
Is there a way to control the orientation of sprite particles so that they are not just camera-facing? Idealy, I'd like to be able to orient them to an axis. Many thanks in advance. :) |
i believe they're always facing the cam and you can't change that. you can spin them, scale them etc though...
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yeah, I might just have to use planes and stuff
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Actually, you can fake it with runtime expressions on the spriteScaleXPP and spriteTwistPP attributes. It IS a fake, but depending on what you're going for, it can work.
Try something like this. Creation expressions: particleShape1.spriteScaleXPP = rand(-1,1); particleShape1.spriteScaleYPP = rand(-1,1); particleShape1.spriteTwistPP = rand(-180,180); Runtime expressions: if (particleShape1.spriteScaleXPP > 1) { particleShape1.spriteScaleXPP = -1; } if (particleShape1.spriteTwistPP > 180) { particleShape1.spriteTwistPP = -180; } particleShape1.spriteScaleXPP += 0.01; particleShape1.spriteTwistPP += 2; Attached is a sample file to see what I mean. I'm very excited to help Mike after all the times he's helped me. I hope it works. |
No, 'fraid that's not quite what I'm looking for. Neat affect, though. :)
I imagine I'll just need to use geometry. Thanks guys! If anyone comes up with anything, feel free to let me know. :) |
Check out this video for an example of the kind of thing I'm going for:
http://www.mtmckinley.net/private/po..._particles.zip For example, the waterfall and the "swish" of the character's sword. (FYI- This is a video of some of my particle fx done for the game Fallen Kingdoms, recently announced. These were done in a custom particle editor developed in-house.) |
I don't know what the requirements are but could you not render the particle effects from an angle where they look alright and then take that resulted sequence and map it on a plane as a texture sequence... or something :)
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I found a tutorial here, maybe it help:
http://zj.deathfall.com/Changing_Spr...ientation.html ------------------------ ta thu |
No, that's not quite what I'm looking for. While it does change the sprite's twist, they still remain camera-facing.
Thanks, though. :) |
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