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Plotting Particals

Coldfire Nightfire
Registered User
Join date: 25 May 2008
Posts: 48
01-28-2009 22:42
Hi all :
People say I ask for the hardest to impossable, well here goes ,
I would like a way to polt particals to make a 3d image mabey something like if I imported a obj model and ploted the 3 points or each triangle to rez one particle in that place and storred the data from it , so when all particals are rezzed the object dies and the shape is held by the particals .
I know this may get alittle laggy but with being able to texture particls and swap colours , this could be an intence effect.
Please let me know and thank you so much for all the info and hard work.
I am a builder and make clothing as well if anyone ever needs anything just ask I do not mind returning favors
Coldfire Nightfire
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
01-28-2009 22:46
Need some clarification. Do exactly what you are asking is not possible because a particle have to come from an object at all times. So when the source is gone the particle dies also.
But give a little more details on your end goal and that may be possible.
Coldfire Nightfire
Registered User
Join date: 25 May 2008
Posts: 48
Plotting particles cont.
01-28-2009 23:18
K first the particles would not come from the modle imported into SL say with ac3d triangle importer that obj would just be there long enought to use mabey llGetBoundingBox or GetLocalPos to get the points of the triangle .
particals would be mabey used with a setPos from a seperate prim that would be transperent and would remain after the model dies , to suply the particles
End result is to get the look of a mesh model but with just the peramater points turned on not the llines
I tried to upload a pic from my model app but the database says it's having troubles tonight .
Coldfire Nightfire
Registered User
Join date: 25 May 2008
Posts: 48
Wonder if this would help
01-29-2009 10:30
I found this LibraryParametricSurfaceRezzer
here: http://www.lslwiki.net/lslwiki/wakka.php?wakka=LibraryParametricSurfaceRezzer
It rezzes obects made from many triangles , wondering if this could be used to get the locations to rez the particles or just find away to replace the triangle prim with 3 particles to make the corners of each triangle

Using mabey PSYS_SRC_PATTERN_DROP
and change some of the System paramaters


float radius = 1; // Radius to emit particles for BURST pattern
// instead tell it to get form script in the surface rezzer triangle points/ positions )
// or if used get location of each prim, where ever that info is stored

integer count = 1; // How many particles to emit per BURST
// change to 3 for the 3 points of each triangle

Not sure if I am even close to the right track , I am new to scripting but trying to learn as much and as fast as I can .
Hope this can help figure if this is all possable
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
01-29-2009 12:03
Should theoretically be possible if you are free to rotate the emitter prim (repositioning it may not be necessary but could help). It would be easiest if you had several emitters that could stay around and be statically positioned (and fully transparent or whatever). The maximum age of each particle (10 seconds) could present a problem, especially if you want the object to die or have to do a lot of repositioning.

Of course, I'm not sure an outline drawn in particles is going to look very good. I'd be surprised if much other than the silhouette was recognizable.
Coldfire Nightfire
Registered User
Join date: 25 May 2008
Posts: 48
Reduced the work load
01-29-2009 15:23
Instead of trying for triangles atm I am just going to try for rows of positions
I have a map of a sphere
here is the top point and first ring of points
< 0.000, 0.000,-1.000>,

< 0.000, 0.223,-0.975>,
< 0.111, 0.193,-0.975>,
< 0.193, 0.111,-0.975>,
< 0.223, 0.000,-0.975>,
< 0.193,-0.111,-0.975>,
< 0.111,-0.193,-0.975>,
< 0.000,-0.223,-0.975>,
<-0.111,-0.193,-0.975>,
<-0.193,-0.111,-0.975>,
<-0.223, 0.000,-0.975>,
<-0.193, 0.111,-0.975>,
<-0.111, 0.193,-0.975>,

the note card for the full sphere is 178 lines so will only post if requested
now I think I just need to set float radius = to rez each particle at each point on the note card , or can you target a position ? then continue to next line and repete till end of note then restart at top not reset script

I feel like I am getting closer and I have a jpg I would love to share
but database keeps saying there having probs
Oh and was thinking of putting start and end colour for each particle on a seperate note so one line for every point , that way you can colour each particle , will make it easyer to tell what it is
Coldfire Nightfire
Registered User
Join date: 25 May 2008
Posts: 48
Finaly Here are the pics
01-29-2009 22:00
This is a couple shots from maya one is just a shere and the other is an AV head
highlighted with yellow I want to repicate this in SL
Getting closer :}
Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
01-29-2009 22:45
From: Coldfire Nightfire
This is a couple shots from maya one is just a shere and the other is an AV head
highlighted with yellow I want to repicate this in SL
Getting closer :}

wow, that looks pretty cool, i had wanted to try something similar. i think it was in "the chronicles of narnia" they had a woods spirit made from leaves.
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want more layers for tattoos, specifically for the head? vote here
http://jira.secondlife.com/browse/VWR-1449?

llDetectedCollision* Functions similar to touch
http://jira.secondlife.com/browse/SVC-3369
Coldfire Nightfire
Registered User
Join date: 25 May 2008
Posts: 48
Works in edit mode
01-31-2009 23:28
Hey I think I finaly have it working only problem is , it only seems to look right when I am editing the prim that the script is in , makes it jump/snap to position without leaving particle trails, just the way I want
but only in my view and when not in edit it leaves the trail between the points ,
I have been tolt to use prim with alpha and particle inside at each point but that would be alot of prim , I thought of a rez and die at position leaving the particle with 30 sec age and repeating for each position , or rezzing a ring worth of prim at a time same deal, but I hear alot of people upset over things that temp rez .
any sugestions would be helpfull

Oh basicly it rezzes a ring of particles moves up a row and rezzes another ring , I have played with burst and count but just can't get the same as in edit