Zippo85
09-21-2006, 12:01 PM
After watching the matrix for the n'th time i wanted to recreate the "code-rain" as closely as possible. It all started out good but now ive gotten stuck.
This is what ive got:
I have a "Non-rendered" particle that moves in the desired direction and spawns the first "number" in the row (part 1 in the picture). This number should change as it "moves" down, like this: http://www.rasmus.be/01.mov (http://www.rasmus.be/01.mov)
This number is deleated right after is spawns the next number in the row (part 2 in the picture). All the numbers are made with "shape instance operators" so that it randomly selects a different character every time a new particle is spawned. like this http://www.rasmus.be/02.mov (http://www.rasmus.be/02.mov)
The "trail" of numbers left by the first number in the row should change although not as frequent as the first numer in the row and not all of them. This i achived bu making a looped event (part 3 in the picture). After the initial spawn of the "trail" those particles are age-tested (<30 +/- 30) then they get split so that 60% change and the rest idle. The changed ones get deleated and spawn a new particle (thus making a new shape or "number") then they go back into the age-test and so on and so on.
Now this all works perfectly but what realy made me scratch my noodle is this: The rows should fade away one by one from the top to the buttom, so that the numbers dont stay on the screen. I figured that i might need some sort of script for that but since i have Zero experience in scripting im kinda stuck. and i thought that maby one of you pFlow champions could help me.
http://www.rasmus.be/codesystem.jpg
This is what ive got:
I have a "Non-rendered" particle that moves in the desired direction and spawns the first "number" in the row (part 1 in the picture). This number should change as it "moves" down, like this: http://www.rasmus.be/01.mov (http://www.rasmus.be/01.mov)
This number is deleated right after is spawns the next number in the row (part 2 in the picture). All the numbers are made with "shape instance operators" so that it randomly selects a different character every time a new particle is spawned. like this http://www.rasmus.be/02.mov (http://www.rasmus.be/02.mov)
The "trail" of numbers left by the first number in the row should change although not as frequent as the first numer in the row and not all of them. This i achived bu making a looped event (part 3 in the picture). After the initial spawn of the "trail" those particles are age-tested (<30 +/- 30) then they get split so that 60% change and the rest idle. The changed ones get deleated and spawn a new particle (thus making a new shape or "number") then they go back into the age-test and so on and so on.
Now this all works perfectly but what realy made me scratch my noodle is this: The rows should fade away one by one from the top to the buttom, so that the numbers dont stay on the screen. I figured that i might need some sort of script for that but since i have Zero experience in scripting im kinda stuck. and i thought that maby one of you pFlow champions could help me.
http://www.rasmus.be/codesystem.jpg
