View Full Version : Triggering effects

08 August 2007, 07:20 PM
Ok guys, this thing pokes at my brain a lot, I hope you guru types have solved it somehow :)

Let's say I have an effect - a gun firing, for example. It consists of pflow and object animations - railgun trail with speed by icon, path constraint and a spline, space warps animating, pflow operators animating, animation on the gun itself - breach moving, charge accumulation, recoil, barrel rotation, whatever.

What I need to do is to be able to trigger this effect in frames 100, 120, 150... Copying and syncing all the animations, for every instance of the effect seems very cumbersome and inefficient, there has to be a way to encapsulate the whole thing.

Thanks a lot!

08 August 2007, 08:54 PM
I'd animate the barrel using whatever type of parenting you want. Then I'd put a particle flow emitter on the tip of the barrel with one particle born, no speed and lock to emitter turned on so you have a particle that sticks to the tip of the gun. Then as the gun animation makes the barrel kick backwards, I'd have a spherical deflector that is a little bit further down the barrel than the pflow emitter so that as the gun fires and the barrel gets pushed back, the single particle on the pflow emitter passes through it - have this go into a collision spawn event that fires off a single particle each time and this has various other spawn that feed into the other parts of your rail gun trail.

08 August 2007, 09:23 PM
Yes, that would work, but I need a more general solution. I suppose a script can be written, that takes a number of objects, and copies their animation to a specified keyframe. Gotta learn scripting :)

08 August 2007, 02:17 PM
Also if it's that regular why not use out of range types on the function curves?

08 August 2007, 05:03 PM
We have a gun system here at Blur that does that very thing.

Check out RayFire Tool by Mir Vadime I think he made his public.

08 August 2007, 10:36 PM
Check out RayFire Tool by Mir Vadim I think he made his public.
Yes, and Instant Action feature exactly what You need. Just choose effect (smoke, debris, lights...) Define one Impact Object, push instant feature button, set slidertime at any frame and manually by mouse, define points on impact object where You want to create these effects. Even more, if You don`t want to use default effects, You can create Your own, just create some effects using any particles system (except PFlow), animate any properties from 0 frame to get needed effect, then define this particle system as Custom object in RayFire and after that use instant action feature.

I recommend You to download these two video tutorials. They will help You. - 9MB - 15MB
or try these links

08 August 2007, 05:51 AM
Thanks Mir-vadim, great as always ;)

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