Re: Muting particle emissions...

Date : Tue, 4 Sep 2007 18:07:51 -0700
To : XSI(at)Softimage.COM
From : "Matthias Worch" <mworch(at)gmail.com>
Subject : Re: Muting particle emissions...
Uh...doh? :)
That'll work, but I'll have to account for the step tangent so that the rampup is not gradual, I guess.

On 9/4/07, Thiago Costa <thiagocosta3d(at)gmail.com> wrote:
Animate the "Rate" instead of mute the entire particle emitter.


On 04/09/07, Matthias Worch < mworch(at)gmail.com > wrote:
...but still having the particles on screen finish their journey. Kinda tricky, I found out.

I'm trying to create an energy rifle mockup for a game, so I made a simple particle system that continuously emits particles into the world. The particle system is attached to a guy running around in the world. The idea is that I'd mute the emission of that particle system by default - but when I want the character to "shoot" I key the Mute property to be inactive - the particle system emits particles (the guy is "shooting") until I mute the emission again.

That works with one little snag: as soon as I mute the emission, it doesn't just stop firing new particles. The particles already emitted disappear as well! :(
Does anybody have a solution for that? I want to fire particles when emission is active, and I want those particles to stay around when the emission is muted. I just want the particle system to stop firing new particles as soon as emission is muted.



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