PDA

View Full Version : Emitter loc + spawn per unit



agentfx
01-10-2011, 04:31 PM
explosion tendrils. Made by emitting lead particles and follow particles via
Emitter DirectLoc or Emitter InitLoc. But if the first/lead emitter is burst then there is no way to keep the trails consistent in count, or turn the emitter off when the lead particles no longer exist.

Is there a way to turn the Emitter w/ the DirectLoc off when the lead particles are no longer there?

Is there a way to control the number of following particles via something like spawn perUnit? (that doesn't seem to work, at least I can't get it to)

Does that make sense?

agentfx
01-11-2011, 11:41 AM
since I don't imagine there are many FX savvy guys here I'll explain.

explosion tendrils, you want have say 3-12 so burst per explosion, so obviously 3-12 burst range, the trail would be another particle with the location of the particles via Emitter InitLoc which cannot be burst since the trails need to keep emitting, so then it's constant, lets say 150 rate.
This leave 2 issues
1 if you emit only 3 then they will each have 50 paricle trails, if you get 12 then you're down to 13ish particle trails. If you have a large random velocity you will also get broken trails with that low of a count.
2 when the burst finishes and dies the constant emitter will then go back to emitting at the origin when there are no particles left to "emit" from.

The solution is to hide the trail particles close to the front of the layer stack, as in left side cascade, so the constant can be hidden if the issue comes up. Also kill the whole system fast enough and its hard to see, so again you get away with it.

Anywhoo, just working around the limitations :D