Stryker3D
09-12-2007, 06:26 AM
I'm hoping someone can help me out.
I have a coin (simple poly cylinder). I created an emitter and animated it. I instanced the coin to the particles generated from that emitter. Now I have coins spawning from that emitter. Everything is good so far.
The original coin geometry is being affected by a Gravity and Vortex field. Therefore the spawned coins mirror the movement of the original coin. Again so far so good.
Naturally all the spawned coins have the same orientation as the original at that same frame. How do I go about varying the movement (or orientation of the spawned coins). In other words what attribute would I need to write an expression for in order to vary the animation of the spawned coins.
I run into a roadblock because the original coin is not keyframed, it's simply reacting to the forces on it. Unlike sprites, that have a determined animation length, and can be edited using an expression in the spriteNumPP attribute. I've written simple random creation expressions for the velocity, the position, worldBirthPosition, and acceleration, but again all the coins still face the same way, albeit they shoot off in different directions or have a different position, but they still have the same animation/orientation.
Thanks for any help.
I have a coin (simple poly cylinder). I created an emitter and animated it. I instanced the coin to the particles generated from that emitter. Now I have coins spawning from that emitter. Everything is good so far.
The original coin geometry is being affected by a Gravity and Vortex field. Therefore the spawned coins mirror the movement of the original coin. Again so far so good.
Naturally all the spawned coins have the same orientation as the original at that same frame. How do I go about varying the movement (or orientation of the spawned coins). In other words what attribute would I need to write an expression for in order to vary the animation of the spawned coins.
I run into a roadblock because the original coin is not keyframed, it's simply reacting to the forces on it. Unlike sprites, that have a determined animation length, and can be edited using an expression in the spriteNumPP attribute. I've written simple random creation expressions for the velocity, the position, worldBirthPosition, and acceleration, but again all the coins still face the same way, albeit they shoot off in different directions or have a different position, but they still have the same animation/orientation.
Thanks for any help.
