View Full Version : fires and flashes
Talos 05-18-2003, 10:07 AM hey all.
i have a question with this animation im workin on i have a tank firefight and i would like to have some muzzle flashes and what not anyone have any tutorals or any info on how i can make this the best.
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EdHarriss
05-19-2003, 01:44 AM
Have a look in the netview under: XSI Local>Library>Simulate. There are some premade muzzle flashes in there. If they aren't quite what you are looking for, they will at least give you a start.
Talos
05-19-2003, 08:40 AM
ok cool thats great thx.
but how would i go about using that with my animation...
EdHarriss
05-19-2003, 03:06 PM
Drag the samples into your scene.
Position the emitters in front of your tank barrels.
Adjust the timing to match.
Talos
05-19-2003, 11:16 PM
i tryed that, but what happens is it wants to make a new scene :surprised
EdHarriss
05-20-2003, 12:33 AM
Hold down the control key as you drag the files into the scene. This will merge them into the scene, rather than replace everything in the scene.
Talos
05-20-2003, 12:50 AM
ok great thx alot..
oh ya well im at it... im way thinkin of making exhaust going outta the back of the tank, if i were to use on of the premade ones, like train smoke or w/e how would i go about haveing it look like its coming outta the back of the tank, and when the tank is moving, i want the smoke to still come outta the back, and trail the tank..
or would it be better to make my own effect? and if so how would i do that?
EdHarriss
05-20-2003, 03:56 AM
Attach the particle emitter to the tank.
Either make it a child of the tank or constrain it.
Beyond that, I would suggest that you check out the "Simulation" manual that came with XSI.
Talos
05-21-2003, 11:32 PM
great thx, everything is workin fine! but i can't figure out how to do this...
i enter in the particles, and all the keyframes and what not start at 1, and so on, i can't get all the keyframes to start at the frame i want... :surprised
Talos
05-22-2003, 02:59 AM
ttt
tachy0n
05-22-2003, 07:48 AM
Select your ParticlesOp. Under Simulation->Time Management, set 'source time' to local.
And under Time reference, set 'offset' to the frame where you wan't it to start.
Stephen Vyas
05-22-2003, 08:17 AM
Another option if you like... If your particular package has the glow option, you could create a polygon object resembling a muzzle shot, add glow. Then scale up and down as needed.
Worked great for Jeff Lew's Killer Bean animations.
-Steve
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