liaocheng iS it possible to have the particles follow an object and be affected by that objects movement? (leaves a trail)
eg
smoke from car tyres
torch in a characters hand
not just particle copy position of object.
A new particles system use gpuSoftware: Away3D 4.x |
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John Brookes, Moderator
Posted: 19 October 2011 10:43 AM Total Posts: 732 [ # 16 ] liaocheng iS it possible to have the particles follow an object and be affected by that objects movement? (leaves a trail) not just particle copy position of object. |
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Alexander Seifert, Moderator
Posted: 19 October 2011 12:20 PM Total Posts: 129 [ # 17 ] Liao, thanks for assisting! However, I am sorry to say that my IDE can’t find some classes. I am using FDT, set up a project using your src/ folder AND example/ folder as sources. I am also referencing src/ of minimalcomps and broomstick as referenced project. However, when I, for example, search my file system for VelocityAction.as, it cannot be found. Is that a dependency from somewhere else? Thanks again! |
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Cheng Liao, Administrator
Posted: 19 October 2011 12:35 PM Total Posts: 116 [ # 18 ] Now it’s not possible.The movement of all particles has been determined previously.So we can play it backward,while we can’t change the movemoent dynamically. |
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Cheng Liao, Administrator
Posted: 19 October 2011 12:42 PM Total Posts: 116 [ # 19 ]
Hey,the VelocityAction is replace by VelocityLocal.Mybe your example is old |
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Cheng Liao, Administrator
Posted: 19 October 2011 12:50 PM Total Posts: 116 [ # 20 ]
Sorry.I forgot update the Template.as.Mybe you complie it will occur these errors. |
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Ringo Blanken, Administrator
Posted: 19 October 2011 01:03 PM Total Posts: 120 [ # 21 ] Yea also some examples like the snow need(ed) to be updated. |
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futuregogo, Newbie
Posted: 24 October 2011 02:03 AM Total Posts: 4 [ # 22 ] the ColorVelocity effect is so cool!:) |
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Cheng Liao, Administrator
Posted: 22 November 2011 03:52 PM Total Posts: 116 [ # 24 ] I’m glad to say that I have finished the trail.Please refer to the trail example on git. |
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John Brookes, Moderator
Posted: 22 November 2011 04:20 PM Total Posts: 732 [ # 25 ] Just had a little play |
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John Brookes, Moderator
Posted: 22 November 2011 04:36 PM Total Posts: 732 [ # 26 ] Found an issue. In the trail demo to the render loop to see what I mean. |
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Cheng Liao, Administrator
Posted: 22 November 2011 05:32 PM Total Posts: 116 [ # 27 ] This is because the particleContainer is out of the view (the particleContainer’s real position is (0,0,0)).At render stage,the away core first call isInFrustum to judge if the object is in the scene.if not,the object will not be passed to render.Maybe I can provide a interface to set the isInFrustum always return true. |
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John Brookes, Moderator
Posted: 23 November 2011 10:22 AM Total Posts: 732 [ # 28 ] From a quick test/random guess. Putting this in ParticlesNode stops it disapearing override public function isInFrustum(camera : Camera3D) : Boolean |
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Cheng Liao, Administrator
Posted: 25 November 2011 01:41 PM Total Posts: 116 [ # 29 ] Yes,it is.I have added a interface to set it. |
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Victor, Newbie
Posted: 07 December 2011 06:14 PM Total Posts: 3 [ # 30 ] Hello, Great work! I had a look at some ParticleActions code and tried to figure out how I could apply the BrokenLineLocal “sequences system” (ie. having multiple vectors with duration) to ColorTransforms (ChangeColorByLifeGlobal is not PerParticule, and there is only two ColorTransforms, and no time). Any idea which option I should follow? Cheers! |