[Bf-funboard] Particle system

Martin Poirier bf-funboard@blender.org
Thu, 5 Aug 2004 06:28:58 -0700 (PDT)


Just do an instance copy and delete the particles
system for the copy. Tada, no problem.

Martin

--- Gabriel Beloin  <gbeloin@caramail.com> wrote:

> 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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