Particle Question: Falling 'Ring' of Particles?
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Merry Calliope
The 13th Rabbit
Join date: 24 Mar 2005
Posts: 89
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12-11-2006 18:43
I have tinkered muchly and tried every variation I can come up with using my rather limited knowledge but as yet I have not managed to create the particle effect I'm hoping for...
That is, a ring of particles that appear at a half meter radius from the source and fall straight down. I can get a satisfactory 'ring' (not perfect, but good) but I've yet to deduce how to get the particles to fall straight downwards from their origin points.
The intended effect is a short-lived 'shower' of particles in a circle around an avatar.
Thanks in advance for any advice! Contact me in-world or reply here. Thanks! ^_^
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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12-11-2006 19:04
Sounds like you're close...
Try using the PSYS_SRC_ACCEL parameter... set it to something like <0,0,- 0.1>
and then set your PSYS_SRC_START_SPEED_MIN (and _MAX) to 0.01 =)
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources. Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas. - Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
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Merry Calliope
The 13th Rabbit
Join date: 24 Mar 2005
Posts: 89
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12-11-2006 21:12
Thanks Jopsy! I'll give that a shot. I was all over the Particle Labo today trying to figure out what I was doing wrong. ^_^;;;
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Merry Calliope
The 13th Rabbit
Join date: 24 Mar 2005
Posts: 89
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12-11-2006 23:27
Worked absomalutely fantastically, Jopsy! Thank you so much! Looks fantastic with your favorite Flare particle, btw. ^_^
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Eristic Strangelove
Registered User
Join date: 16 Nov 2005
Posts: 39
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can i have half?
02-17-2008 07:13
Help! I've got a cylindrical prim (in default orientation) with a circle of falling particles as described here. I've used ANGLE_CONE and PI_BY_TWO/PI_BY_TWO to get the ring appearing perpendicular to the Z axis of the cylinder, all good so far...
Can i somehow have the ring as a half-circle in the same orientation, without spinning the emitter prim? I can get the half-ring to appear vertically, in the wrong orientation, but for the life of me i can't figure out how to get it to stay perpendicular to the Z axis of its emitter.
It feels like this should be obvious and easy but my brain's numb and i'm getting nowhere - help?
Thnx in advance
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Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
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02-18-2008 14:20
I confess that when I had to tackle a similar problem, I ended up firing the emission from an alpha prim positioned in the necessary orientation and then tacked onto the main prim. Kinda felt like I was cheating, tbh, but it worked 
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Eristic Strangelove
Registered User
Join date: 16 Nov 2005
Posts: 39
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02-18-2008 14:35
From: Debbie Trilling I confess that when I had to tackle a similar problem, I ended up firing the emission from an alpha prim positioned in the necessary orientation and then tacked onto the main prim. It's a good idea and i'd considered it but to complicate matters the cylinder is a door and has to spin open and i'd have to sync the rotation of the alpha-prim too...gets way too complicated.. I stared at it last night until i realised a simple solution - swap the cylinder for a tube! The tube's natural orientation is perpendicular to a cylinder's so that means particles emitted on the previously wrong axis are now on the correct axis! That solved my particle problem - and gave me another one; my current door script won't co-operate and spin the door on the different axis... 
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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02-19-2008 12:49
From: Eristic Strangelove swap the cylinder for a tube! Now that's thinking outside the box. er, um... I mean clever idea! =) If you have mod access to the door script look for the rotation bits, you may be able to simply swap < x, y, Z > .. and re-order them to be either < Z, y, x > or < x, Z, y >, whichever works out for you. =) (haven't had my coffee today, sorry of that's obtuse)
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources. Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas. - Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
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Eristic Strangelove
Registered User
Join date: 16 Nov 2005
Posts: 39
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02-19-2008 14:13
I saw the problem with the door script eventually - it was my fault, making a silly syntax error - my bracket was ( when it should have been < or maybe vice versa...
All working now, switching to tube instead of a cylinder had other design benefits too, funny how it works out that way sometimes if you just stick with it...
Thnx for responses!
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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02-19-2008 21:51
hey Jopsy, haven't seen you down in the trenches in a while =)
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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02-20-2008 16:00
Hiya Void!
I'm still in the trenches... just different ones lately.
Secret new project in the works. Shhh.
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources. Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas. - Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
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