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November 09, 2005
Particles in Virtools
Today, JM went over the particles behavior in virtools. We can use this to create smog environments for our character animation. I had my virtools player working and now, it won't work again.
Here are the settings for the particles BB.
Emission Delay: Time (in ms) to wait before the next particles' emission. 0 means each frame.
Emission Delay Variance: Modification of the preceding parameter, +/- its value.
Yaw Variance: Max opening angle in the XZ plane. Particles will be given a direction having an angle in this plane between 0 and this value from the Z direction of the emitter.
Pitch Variance: Max opening angle in the ZY plane. Particles will be given a direction having an angle in this plane between 0 and this value from the Z direction of the emitter.
Speed: Speed of the particle representing the actual distance they cover in 1 ms.
Speed Variance: Modification of the preceding parameter, +/- its value.
Angular Speed: Angular Speed of the particle representing the actual angle in radians they cover in 1 ms. (used for Sprite and Object Rendering Mode.)
Angular Speed Variance: Modification of the preceding parameter, +/- its value.
Spreading: Multiplicative Factor applied to the length of the sprites. (used for Oriented Sprite only.)
Spreading Variation: Modification of the preceding parameter, +/- its value.
Lifespan: The lifespan of a particle (in ms).
Lifespan Variance: The random variance of the lifespan (in ms) of individual particles, +/- lifespan value. ie: With a lifespan of 100, a lifespan variance of 15 means a particle may have a lifespan anywhere from 85 to 115 ms.
Maximum Number: Maximum number of particles displayed in the same frame. This number is limited by the Total Number Allocated in the Settings (100 by default), and must be changed there if you wish to override it.
Emission: The number of particles launched at each emission.
Emission Variance: Modification of the preceding parameter, +/- its value.
Initial Size: The initial size of the Particle (used in (Orientable)Sprite and Object Rendering Mode).
Initial Size Variance: Modification of the preceding parameter, +/- its value.
Ending Size: The ending size of the Particle (used in (Orientable)Sprite and Object Rendering Mode).
Ending Size Variance: Modification of the preceding parameter, +/- its value.
Bounce: The bouncing factor of the Particle (used when Deflectors are present.).
Bounce Variance: Modification of the preceding parameter, +/- its value.
Weight: The weight of the Particle (used when Gravity Interactor is present.).
Weight Variance: Modification of the preceding parameter, +/- its value.
Surface: The surface of the Particle (used when Wind or Atmosphere Interactors are present.).
Surface Variance: Modification of the preceding parameter, +/- its value.
Initial Color: The initial Color of the Particle.
Initial Color Variance: Modification of the preceding parameter, +/- its value.
Ending Color: The ending Color of the Particle.
Ending Color Variance: Modification of the preceding parameter, +/- its value.
Texture: The texture (or texture suite) of the Particle.
Initial Texture Frame: The initial Texture animation frame of the Particle.
Initial Texture Frame Variance: Modification of the preceding parameter, +/- its value.
Texture Speed: The speed, in ms, at which the frames are proceeded in the animation.
Texture Speed Variance: Modification of the preceding parameter, +/- its value.
Texture Frame Count: The number of animation frames included in your texture (it must be disposed in 2x2, 3x3, etc... but you don't have to use all the space in the texture (a 7 frame animation will be included in a texture of 3x3 frames).
Texture Loop: Specifies how the animation progress. Looping or not, or Ping-Pong (back and forth)?.
Posted by min at November 9, 2005 12:26 AM