[Bf-funboard] Particle system

Gabriel Beloin bf-funboard@blender.org
Thu, 05 Aug 2004 12:55:03 GMT


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yea easy...
but if you want to
morph?
armature, rvk...

it's time consuming
to fit tow mesh in
animation this way.

------- Message
original ------- 
De:  tim forkin 
<forky2@hotmail.com> 
Date: Thu, 05 Aug
2004 10:02:19 +0000 
Sujet: RE:
[Bf-funboard]
Particle system 



you can parent the
particle emitter to
the copy and just
animate the copy,
no?





From: "J L" 
Reply-To:
bf-funboard@blender.org
To:
bf-funboard@blender.org
Subject:
[Bf-funboard]
Particle system
Date: Thu, 05 Aug
2004 18:18:51 +1200
Hi, I'm not sure
whether this small
addition is in any
edition yet.
Currently, Blender
doesn't render
particle emitters.
This is good for the
times when you don't
want the emitter to
be show, such as
when smoke or fire
is coming out of a
particular area in
mid-air. However,
when you want the
object to be shown,
you currently have
to make a copy of
it. This means that
for animation, you
would have to
duplicate the motion
or do quite a bit of
work to have both
versions of the mesh
doing the same
thing. Another issue
is the issue of
vertex count and
rendering time. What
I want to suggest is
an extra button in
the particle effect
window that when
toggled on, makes
that particular
emiter visible when
renderered.
Aligorith
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