RE: live action on particles

Date : Thu, 14 Jul 2005 11:20:18 +0100
To : <XSI(at)Softimage.COM>
From : "kim aldis" <kim(at)aldis.org.uk>
Subject : RE: live action on particles
 I know, I'm not being very helpful, am I. I had this vague idea I was
showing you some light at the end of some tunnel somewhere. It ocurrs to me
that maybe I am but I'm nailing your feet to the floor at the same time.

Try support. I've a feeling it's a known. Alex may be able to find something
on it for you.

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Chris Marshall
> Sent: 14 July 2005 09:54
> To: XSI(at)Softimage.COM
> Subject: Re: live action on particles
> 
> Thanks Kim! In your own time....!
> 
> 1 idea I had was to have an event, which every frame did an 
> 'emit and dissapear' on every particle. This way, every 
> particle was being refreshed every frame. BUT, in the event 
> emission property box, it doesn't give you the option to 
> either inherit the particle colour
> (texture) or to link with the texture-map. Duhh!
> 
> Chris
> 
> 
> kim aldis wrote:
> 
> > this rings a bell with me Chris. Something from way back 
> when I tried 
> >to do something like this myself. I'm pretty sure there's a 
> workaround, 
> >it just doesn't come to me right now.
> >
> >  
> >
> >>-----Original Message-----
> >>From: owner-xsi(at)Softimage.COM
> >>[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Chris Marshall
> >>Sent: 14 July 2005 09:38
> >>To: XSI(at)Softimage.COM
> >>Subject: Re: live action on particles
> >>
> >>Thanks Eric and Peter,
> >>I thought I'd explained that I've been through all this and got it 
> >>working at the basic level. That was easy enough.
> >>But, the live action doesn't update per frame. ie. once the 
> particle 
> >>colour has been assigned on frame 1, that's it.
> >>I've tried all sorts of alternatives, but nothing works.
> >>Thanks anyway.
> >>Chris
> >>
> >>
> >>Eric Lampi wrote:
> >>
> >>    
> >>
> >>>Chris if I understand correctly...
> >>>
> >>>You should apply a texture map to the emitter grid and then
> >>>      
> >>>
> >>plug that
> >>    
> >>
> >>>into the colormap function located at the bottom of the
> >>>      
> >>>
> >>emission ppg.  
> >>    
> >>
> >>>It'll map the texture's color values to the particles, so if
> >>>      
> >>>
> >>you turn
> >>    
> >>
> >>>on forces suddenly, you get some really cool F/X.
> >>>You'll need to make them really small and have tons of them. 
> >>>      
> >>>
> >> I would
> >>    
> >>
> >>>recommend using a really small version of the image for
> >>>      
> >>>
> >>testing, as the
> >>    
> >>
> >>>higher the res, the longer it takes to calculate!
> >>>
> >>>Hope this helps.
> >>>
> >>>E
> >>>
> >>>--- Chris Marshall <chris(at)eclipsecreative.co.uk>
> >>>wrote:
> >>>
> >>>
> >>>---------------------------------
> >>> peterb wrote:        something which is not very
> >>>clear inthe original mail...
> >>>  
> >>> ho do you want to use the texture?
> >>> as animated sprites (so yourcomplete texture is used on each
> >>>particle)
> >>> or on the color parameter of theparticles?
> >>> or you want it as a texture acrossthe whole cloud?
> >>>  
> >>>  
> >>>  
> >>>I have a grid which is 16:9 format which emits lots of particles 
> >>>speedzero at frame 1.
> >>>I want the texture to fall across the whole cloud, so it 
> looks like 
> >>>apiece of live action.
> >>>Then I want to introduce forces to the particles.
> >>>I guess this is a kind of DVE effect that some other kit would 
> >>>createquite easily.
> >>>
> >>>      
> >>>
> 
> 
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