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Aislin Wallaby
Registered User
Join date: 4 Mar 2005
Posts: 27
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03-29-2006 19:26
All right, I know that I could theoretically change my particle's axis by applying a force (if I'm willing to deal with the spread distortion, etc.) however, I'm working on some vehicle particles and the vehicle's geometry and prim count make it necessary for me to change the axis that the particles are emitting along (i.e. out the back of the engines rather than the sides), and with the force variable being global rather than local I'm sort of stuck. I'm really cringing at the idea of doing the 0.1 second timer and manually setting it that way. Does anyone have any alternatives or am I just asking for another feature suggestion of adding a flag like PSYS_PARTICLE_AXIS_X or PSYS_PARTICLE_AXIS_Y, etc. or maybe PSYS_PARTICLE_ACCEL_LOCAL? Personally I like the idea of being able to set the axes better since it implies much more functionality, although the local acceleration vector would be nice too  At any rate, am I just missing something, or do we not have that functionality yet?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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03-29-2006 23:26
Can't remember the exact parameters, but if you use a cone pattern rather than a drop and accelerate, that fires particles out in a direction relative to rotation.
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Aislin Wallaby
Registered User
Join date: 4 Mar 2005
Posts: 27
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03-30-2006 06:41
I've tried a bunch of parameters with the cone, and it seems to keep the center of the cone on the one axis, I don't seem to be able to turn the cone to a different axis without using the accelleration. Any idea what those parameters might be?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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03-30-2006 06:46
No, I don't think you can, I'm afraid. What I've done in the post is use an "emitter" prim with the particle script, rotate that and then attach it to another one so that the particle stream is pointing in the right direction. (If you've got nothing better to do and fancy an example, the water spray for the tulips on the gate at my property in Caledon uses this method - there's a little cube in the middle of the spraygun that is the object that actually does the spraying. Touching it activates it; you'll have to zoom in to see the particles properly.)
It would be very useful to have a new property for llParticleSystem that did that. Unless there is one and I've just not noticed it.
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Aislin Wallaby
Registered User
Join date: 4 Mar 2005
Posts: 27
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03-30-2006 21:15
Thanks, I was afraid of that...hopefully we've both missed it...unfortunately, I dont' have the choice of an emitter prim (cuz that was my first hope) since I'm at the prim limit for the vehicle with the number of passengers, etc. So I guess if there isn't a way, then maybe we should be pushing this idea for a feature addition?
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