Besides using drag and setting everything up with ABS keyframes your pretty
much stuck. This is obviously not accurate so you may also need to
compensate by amplifying all other forces to produce a similar motion path.
Other than that it's as others have said your only other options are post or
you could export to another app that can control playback rates of
particles. I know Lightwave can do this. But I'm not sure what your
particles look like so I don't know if slowing down particles
position/rotation is enough.
Good luck
Scott Lange
www.barnyardmovie.com
www.steelronin.com
----- Original Message -----
From: "Orlando Esponda" <microxx(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, January 03, 2006 10:59 AM
Subject: Re: Particle simulation retime
> Thanks tekano, but my cloud has about 20000 particles, so working with
> such number of clips would be a nightmare!
>
> I think the better solution is to setup the escene with a higher frame
> rate as kim said, and do the retime in post or maybe with the step option.
>
> I'm not 100% happy becase the scene is very complex and every particle
> is reflecting/refracting. That's why i was looking to "edit" the clips
> and render only the frames needed.
>
> Thanks anyway.
>
> tekano wrote:
>
> > well if you were not using the particle renderer and using attached
> > objects and just wanted the end result of all the the animated
> > motion/forces/collisions, you could use Brad's plot particles plugin
> > http://www.cg-soup.com/tools/ which would then generate fcurves which
> > could then be 'mixed' in the fashion your after.
> >
> > if you are using the particle renderer you could perhaps try using
> > simple squares with sprite shader applied to approximate the particle
> > renderer look.
> >
>
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