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#1 |
Full Access Member
Join Date: Nov 2003
Location: Rochdale. England
Posts: 139
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ok basicly i want to make an object spark as it as it skims a differnt object and make it spark from where they colided using particalsls, how would i do this?
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Ignore me, Im a Rochdale fan, i pay to watch my team lose |
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#2 |
Full Access Member
Join Date: May 2005
Location: Melbourne, Australia
Posts: 136
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Hi sake!
Couple of ways to do this. First way is to just stick an emitter at the point of impact and use the Fixed setting to specify the frame number that the impact occurs. The second way is to place an emitter at the point of impact and set it's "generate by" setting to "collision event". Then parent a collision object to the model that will be striking the other surface. Set the collision object's mode to "event". When the collision object touches the emitter, the particles will spawn. You could apply collision directly to the striking object, but that can generally increase the amount of calculation depending on the object's geometry. Also, the first method is a little easier to control, as the initial particle motion is not dependant on the motion of a collision object and also that, when switched to "event" mode, all the collision object's other settings will deactivate. Hope this puts you on the right path! Cheers! priimate. P.S. if you use a Partigon emitter instead of an HV emitter, you can apply a suitably "sparky" texture in the surface editor - cutting down on render times 'cos you don't need HyperVoxels. (Just remember to tick Particle Blur in the camera properties box so they don't render as little dots!) If you need to know exactly how to get the emitter etc. into your scene let me know and i'll do you a screen shot tute. Oh yeah! alot of my family are Burnley fans, it's been a few years since I've seen them play but they sucked back then, so I kinda know how you feel ![]() Last edited by priimate; 25-09-2005 at 01:41 AM. |
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