I find it easier to just
animate everything in Local time, duplicate the cloud a couple of times and
Offset the Time Reference on each of them.
Make sure you change the
cache filename for each cloud since a new cache will be written for each of
them.
For the records I had
success with plotting to shape the whole cloud as long as the particle count remains the same all along the sim.
The best way to ensure that
the particle count is not changing is to create a cloud from Initial State
and make sure you’re not emitting any more particles in the emission tab.
Then in the mixer it is possible to offset and scale the animation as long as
you stick to some rules. I can explain those if you’re interested in that
technique… errr ahem… workaround J
Vincent
From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Robert Chapman
Sent: Friday, September 28, 2007
5:09 AM
To: XSI(at)Softimage.COM
Subject: Re: offsetting particle
player
yes, copy the .ptp files
to another folder, renumber them, voila!
On 27/09/2007, Kris
Rivel <krisrivel(at)gmail.com >
wrote:
Anyone know a way to offset a particle sequence with the particle
player? I don't know if this is even possible without a PHD in
programming but I was just curious if there's a straight forward way to do this
with xsi's built in tool set or something like point oven. I basically
have a short instanced particle sim that I won't to duplicate and offset many
times. Thanks.
Kris