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Whirling Emitter

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    Whirling Emitter

    I'm trying to make an emitter which makes the particles start on the outside of the emitter [with a little variation in the starting points], and then makes them move to the center of the emitter.
    The movement has to be done in a whirling motion [like a whirlpool].

    The emitter has to go into a circle shape, and the particles need to start around the edge of this [flat] circular shape.

    Also, i'd like to have the particles spawn in different color variations, but not change color in their lifetime.

    Does anyone know how to do this?
    Please let me know if you do!

    This is what i already have: http://www.megaupload.com/?d=O3MEH14T

    #2
    I think I have achieved your desired effect download the map and see if it points you in the right direction


    Compressed in cabinet format:- Windows, WinZip & winrar will extract
    resised textures to optimize download


    http://www.megaupload.com/?d=88FLS0VM



    [SCREENSHOT]http://homepage.ntlworld.com/ldrka3/Imageyy1.jpg[/SCREENSHOT]

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      #3
      awesome!
      that is exactly what i was looking for!
      after tweaking it a bit it looks exactly like i want!!!!!!!!
      thanks a lot!

      could you also explain me a bit how you made it?

      Comment


        #4
        I forced the spark /corona up into the left and corona of the material and clamped the texture.

        then I clamped the sprite mesh on its x axis to bring it into a single plane in relation to the camera then I rotated the emitter and started the emitter mesh rotating on its central axis with the rotation modifiers.

        This gave the illusion of the sparks rotating round a central point spawning at random intervals around its outer edge

        size over life gave the impression of moving towards the centre

        initial colour gives its random colours and the other colour modifier alters the alpha over life.

        This is a basic explanation the best way to understand it is to alter the setting in cascade and that should give you some idea of what’s going on


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          #5
          yeah, i already figured out some things
          thanks for the help!
          i really appreciate it

          Comment


            #6
            i know its been a while, but today i tried copying this emitter to another map, which all worked fine, but for some reason the emittor shows black particles... any clue why?

            Comment


              #7
              So, what solution does Dragon Age: Origins provide with for that issue?

              Comment


                #8
                lol XD
                anyone know how to fix this issue?

                Comment


                  #9
                  It sounds like you have missed out the VertexColour node in you material the colour and the alpha in your emitter depend on this node in the material.

                  Comment


                    #10
                    hmm, no, its there...
                    however, someone already fixed it for me, he said the problem was that they were unlit, or something.
                    does that make sense?

                    Comment


                      #11
                      Yes!

                      (someone)

                      Comment


                        #12
                        Originally posted by HO0815XX View Post
                        Yes!
                        (someone)
                        thanks a bunch

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