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- Date: Sun, 21 Dec 1997 22:12:03 +0000
- From: Nancy Jacobs <illusory@MIP.NET>
- Subject: [IML] QUEST: Particles puzzle
-
- I have a few questions about the use of particles - perhaps someone
- can answer some of them? I have IFW, CUP2
-
- 1. After I have assigned particles to an object, it always appears
- with many particles around it, even in the detail editor. How do I
- get these to disappear so that I can, say, see to choose a subgroup
- or work on the object? I tried setting particles to FACES(off). I
- even tried stripping the object of particles and saving it, loading
- it back in and STILL the particles were everywhere. It seems that
- the srtripping command doesn't work Is there some trick I'm
- missing?
-
- Date: Mon, 22 Dec 1997 18:44:16 +0000
- From: George Cole <George@COLE.CLARA.NET>
- I tried using particles for the first time to help you but I came across
- no such problems. I use Imagine for Dos 4.0. When I used particles, they
- didn't appear at all in the Detail Editor, only when I rendered the
- object. FACES (off) means that you are using faces as the particles and
- so the object doesn't change.
-
- 2. When I used a simple Imagine object as my particle type, whenever
- I render the object, it appears that one of the particles is
- in the camera's face -that is, HUGE across the top of the screen,
- taking up about half the pic - yet strangely enough, it is BEHIND one
- of the objects (NOT the particle object) in the center of the scene.
- What is occuring and/or how can I avoid this?
-
- Date: Mon, 22 Dec 1997 18:44:16 +0000
- From: George Cole <George@COLE.CLARA.NET>
- I did not come across this problem either. I only used quick renders but
- my objects seemed fine. If you have set the particle size to random then
- it could produce a very large particle. Try have the particle sizes as a
- set number.
-
- 3. I am attempting to make ray-like particles radiate out from a
- circle of letters which are standing up and rotating. How do I get
- the particles to all fly straight off the circle outward - all
- pointing out - and none going into the center? The particles always
- seem to be pointing in the same direction no matter what setting I
- use in the particles f/x. Anybody got the magic numbers?
-
- Date: Mon, 22 Dec 1997 18:44:16 +0000
- From: George Cole <George@COLE.CLARA.NET>
- Do you mean for the seed number? I think this only affects the particles
- if you are using a random setting for any of the options. I don't
- understand how this works but I don't think it should affect it that
- much. If your particles are custom made then just rotate the particle
- object in the detail editor and then save it. Reload the object you want
- to particlize and set the object you want to use as the particles again.
-
- Perhaps your problems are due to a IFW bug. Sorry I couldn't be much
- help.
-
- To everyone: I played with particles for 5 minutes but I came up with
- two interesting objects. Please have a look at :
- http://home.clara.net/cole/particles.html
- I don't like the first image but I think the curtain is quite nice. I
- remember seeing a nice particle object a while back on the list and
- would like to see others' work in particles. If you could send me an URL
- I'd be grateful.
-
- Any pointers will be much appreciated!
-
- ----------------------------------
-
- Date: Mon, 22 Dec 1997 13:05:16 -0800
- From: Bill Alexander <wlalexander@OLYWA.NET>
-
- <on point No. 1>
-
- I did the same thing and mine worked fine. Try it with a sphere object and
- see if that works. It worked fine for me, I turned them off and on again
- with the faces off requester. Also don't use the F-X particles, as I
- believe from a past mistake where I used it instead, that one WILL turn the
- object permanetly into a bunch of particles.
-
- ----------------------------------
-
- Date: Mon, 22 Dec 1997 19:55:27 +0000
- From: Nancy Jacobs <illusory@MIP.NET>
-
- Well, if I don't use particles f/x, then how do I get the object
- to emit a continous stream of particles?
-
- I've solved some of my questions (from oriiginal question), but in a
- lot of experiments I've been doing, I end up with the particles
- replacing the faces of the object as soon as I assign particles to it
- in the detail editor. I would like to do the emission choice in the
- particle f/x, where the object is supposed to remain intact, but it
- ain't workin because of the fact that the particles replace the faces
- immediately as described above.
-
- I have IFW CUP2. Any ideas anyone?
-
- It's good to be back on the list (and using Imagine) after a looong
- semester away!
-
- ----------------------------------
-
- Date: Tue, 23 Dec 1997 00:12:34 -0500
- From: "Martin J. Conlon" <mconlon@engsoc.carleton.ca>
-
- You're using the particles stage effect in the detail editor. That's why
- the object is turning into particles immediately. If you want your object
- to stay normal, don't use the FX. Just update the object's particle
- attributes using the "Particle" (I think, don't have IFW in front of
- me...) menu item. In the dialog that pops up, you should be able to set
- the particle types and their size and centering relative to their faces.
- But *not* what they should be doing (emmitting, raining, bouncing, etc.)
-
- Don't use the "Stage FX" menu item. All of these FX's physically mold
- your object, changing it forever (unless you hit "Undo".) That's why it
- asks you for a frame number or percentage complete. It wants to know how
- far along its normal animation sequence it should pretend it is.
-
- The "Particles" emmission FX should be applied in the staging process.
- Stage effects are designed to occupy one of the four FX slots in the
- action dialog.
-
- ----------------------------------
-
- Date: Tue, 23 Dec 1997 06:24:26 -0500
- From: gregory denby <gdenby@TWAIN.HELIOS.ND.EDU>
-
- Nancy Jacobs wrote:
- >I end up with the particles
- >replacing the faces of the object as soon as I assign particles to it
- >in the detail editor.
-
- I think that's just how it works. Once assigned particles, and object is,
- well, a particle object. Hmm, come to think of it, I've never tried
- making an object have a particles state... Nope, just tried it, and no
- go, once particled, always particled.
-
- >I would like to do the emission choice in the
- >particle f/x, where the object is supposed to remain intact,...
-
- I seem to recall that the emissions setting used to keep the object
- intact, but now, yes, the whole object fractures into particles. Perhaps
- as a work around you could duplicate the object, no_part.iob, and have
- it follow exactly the same path as pert_emit.iob?
-
- ----------------------------------
-
- Date: Wed, 24 Dec 1997 23:52:47 +0000
- From: Nancy Jacobs <illusory@MIP.NET>
-
- > > Well, if I don't use particles f/x, then how do I get the object
- > > to emit a continous stream of particles?
- >
- > You're using the particles stage effect in the detail editor. That's why
- > <<part cutted out>>
- > But *not* what they should be doing (emmitting, raining, bouncing, etc.)
- >
-
- Hmmm.. How is that possible? I mean, to use the stage f/x in the
- detail editor? All I know of there is the particles option under
- functions. I just spotted "apply stage f/x" in the detail editor -
- but I didn't use that one on the object which particlized. I only
- used the particle function, and it still replaced the faces with
- particles.
-
- Come to think, that only happened with objects which were composed of
- a single face thickness - like a string of planes. It didn't happen
- to an object which had thickness (like a box). But with all the
- objects you could see the particles right away in the detail editor.
-
- Thanks to all for all the info - eventually I'll figure out what
- happens when! Hearing from people on these things quickens that
- process.
-
- ----------------------------------
-
- Date: Mon, 5 Jan 1998 20:37:06 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
-
- I just tried (unsuccessfully) to get an acceptable "emanating rays"
- effect using particles, after a couple of hours of effort. Urgh!
-
- > So, I didn't much like the rays particle effect I had going anyway,
- > so now I'm working on the disk idea I mentioned which had the spline
- > interpolation problem, with textures simulating rays. It's better,
- > but I'm still not there yet.
- >
- > Any bright ideas?
-
- <laugh> Yes Nancy, I have one. I've uploaded an AVI (encoded using
- Microsoft Video, I assume everyone has that encoder) to my web site:
-
- http://www.interlog.com/~blaq/temp/LightRays.avi
-
- It shows a rotating logo spewing light rays in all directions. If you're
- interested to know how I did it, let me know and I'll do a little
- writeup.
-
- ----------------------------------
-
- Date: Tue, 6 Jan 1998 02:18:27 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
-
- Stephen G. wrote:
- >
- > > http://www.interlog.com/~blaq/temp/LightRays.avi
- > >
- > Yes, that's very nice please tell us how you did it.
-
- Aargh, this was meant as a private reply to Nancy; I guess now I'm on
- the hook for another tutorial. Tell you what; I'll post a quickie
- description here, followed by a real tutorial at a later date.
-
- The background is (almost) a disc (120 segments), placed vertically in
- front of the camera, behind the other objects. I say "almost" because I
- pulled the center point 5 units towards the camera, turning the disc
- into a very flat cone. I rotated the cone's axis so its +Z points
- towards the camera, then wrapped two brushmaps on it: a color brushmaps
- (the streaks on a black background) and a filter brushmap (a greyscale
- version, reversed to get a white background -- white = full filter).
-
- Now here's the kicker: I wrapped the brushmaps in a cylinder around Z,
- and stretched the brushmap Z to about 100 units, or 20 times the cone's
- height. This means that, at any point in time, the cone will only
- display a slice of the brushmap.
-
- I created two states: START, where the brushmap axes are about +99
- units in local Z, relative to the cone axis; and END, where the
- brushmaps are about -0.1 units in local Z, relative to the cone axis.
- When animated from START to END, the brushmaps will sweep over the cone,
- making the texture move through the object.
-
- Date: Tue, 6 Jan 1998 20:26:59 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
- Silly me. The brushmap positions, in local X relative to the object
- axis, are:
- START about -0.1
- END about -99
-
- Because of its shape, the texture will seem to start at the center of the
- background, then move outwards in all directions:
-
- Brushmap Cone (side view)
- +--------------+ _
- |11111111111111| _--1--_
- |22222222222222| _ _--2222222--_
- |33333333333333| _--3--_ *==-33333333333-==*
- |44444444444444| _--4444444--_
- |55555555555555| *==-55555555555-==*
- +--------------+
-
- START END
-
- See how the pattern on brushmap line #3, which is squeezed into the
- center of the background (the cone, when seen from its top) at START,
- has moved to the outside of the cone by the time we reach the END state?
- (Actually, the cone remains stationary, it's the brushmaps that move --
- but having the cone move made for a much clearer ASCII diagram)
-
- Since the cone's height is only 1/20 that of the texture axis, at any
- time, the cone will display a horizontal slice of the brushmap, 1/20 its
- height. The brushmap starts has empty areas at the top and bottom, to
- give me a background free of any streaks, at the beginning and end of
- the animation. (The AVI posted is only the first half of the animation)
-
- By varying the cone's height (i.e. dragging the center point), you can
- make it display a larger or smaller portion of the brushmap. A larger
- portion means that the streaks will look shorter, and move slower. The
- same could be achieved by making a brushmap with less pixels in the
- vertical dimension. The horizontal pixel size determines how many
- streaks could fit into a full 360-degree circle when the image is mapped
- onto the object. Less pixels would make the streaks thicker.
-
-
- This flattened cone object is one of my best friends: it converts a
- rectangular brushmap into polar coordinates. It can be used anytime I
- want a radial effect: vertical lines on the brushmap become streaks,
- horizontal elements become circles -- this means I can enter text on the
- brushmap and have it appear in a circle in Imagine!
-
- ----------------------------------
-
- Date: Fri, 9 Jan 1998 11:48:40 +0000
- From: Nancy Jacobs <illusory@MIP.NET>
-
- Just got your post - I've been painting pictures in the basement for
- a few days.....
-
- Your light rays have definite possibilities, Charles! I
- prefer it to anything I've come up with so far. One question, cause I
- don't have time to work through your tutorial just yet (and see if I
- understand it correctly) - Do you think this will work for a
- horizontal disk plane? I see yours is vertical, and I need a
- horizontal orientation. Any adjustments (besides the obvious) that
- you think might be needed? For example, would you keep the axis
- orientations as you have them (including the z wrap) and just rotate
- the whole thing to be horizontal, or would you have to change the
- axis orientation to get this to work?
-
- A question - when you say rotate the cone's axis so z points toward
- the camera, do you mean rotate the whole cone - or just the axis? Do
- you want to end up with the cone AND the axis pointing toward the
- camera? (seems that way) . Also, I'm not sure I get the states
- portion of your explanation (I confess to never having used
- states...) Anything I might be likely to miss as a newbie in that
- area?
-
- Looks like I could be on my way to some decent rays..
-
- Thanks much!
-
- ----------------------------------
-
- Date: Fri, 9 Jan 1998 14:22:42 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
-
- I agree! You can do _a lot_ with radial-type animated backgrounds.
-
- Actually, the cone's axis doesn't matter; it's really the brushmap axes
- that count, since they define how the brushmaps will be wrapped onto the
- object. Here's how it would look in your case, where your camera is
- pointing down at the scene:
-
- FRONT VIEW
- ----------
- O camera
- |
-
- +----------------+
- | | logo (see P.S.)
- +----------------+
-
- +----------------+ black disc (see P.S.)
-
- z
- _--^--_ cone
- _-- | --_
- --------+--------
-
-
- The flat cone is aligned with its point aimed right at the camera, and
- the Z axis of its brushmaps runs from bottom to top. (Because of its
- proportions, the cone's axes would have dimensions similar to 50,50,5 or
- something) Again, the Z axis pictured is not the cone's, but that of the
- brushmaps.
-
- > Also, I'm not sure I get the states
- > portion of your explanation (I confess to never having used
- > states...) Anything I might be likely to miss as a newbie in that
- > area?
-
- Apply the brushmaps so that your cone is lying, in the Front and Right
- views, at the bottom of "brushmap space" (the maps' bounding box), i.e.
- that the base of the cone is juuuuust above the brushmap axes (in local
- Z). Pick the cone object once you've applied the brushmaps, and
- States/States/Create the DEFAULT state, with only the Textures/Brushes
- checkbox activated. (All states in this example use the same checkbox
- settings) Then States/States/Create a START state.
-
- This is needed because, when using states _in an animation_, you must
- _never_ use the DEFAULT state in any Action bar. That's why we create an
- exact duplicate (here named START) to be used later on.
-
- You then move both brushmap axes so that the cone now lies at the top of
- "brushmap space", i.e. its top is juuuust below the end of the
- brushmaps' +Z axis. Then States/Create/Create the END state and save
- the object.
-
- After bringing the object into the Stage Editor, open the Action Dialog
- and alter the cone's Actor channel so that you have a 1-frame Actor bar
- in which the "State" field contains "START" (use the Browse button, it's
- easier), immediately followed by a (n-1)-frame Actor bar where the
- selected state is END. This is nothing new to you: it's the standard way
- to set up an Imagie morph. In this case, Imagine will morph the object
- from one state to another, and since the only thing that changes is the
- position of the brushmap axes relative to the cone, the brushmap images
- will appear to flow along the faces of the cone, giving rise to the
- light rays' motion.
-
- P.S. the logo and black disc aren't specifically part of the recipe for
- radially-animated backgrounds, but are part of the project you are
- working on.
-
- In the AVI I created, I didn't want the rays to emanate from the center
- of the screen; I believe that's not the effect you're after either. So,
- I placed the light ray cone at the back of the scene, and loaded a black
- disc in front. The disc is black with 0% filter, but has a Radial
- texture set to feather its edges into invisibility. (Params: Color,
- Reflect = black, Filter = white, Start Radius = 80% of the object
- radius, and Transition Width = 19.9% of object radius) This creates a
- black disc whose edge gradually becomes transparent. I sized the black
- disc to the same size as the logo. This hides the light rays from the
- center of the screen, and lets them progressively appear behind the
- logo. Look again at the AVI
- (http://www.interlog.com/~blaq/temp/LightRays.avi) to see the subtle
- effect.
-
- ----------------------------------
-
-