[Bf-funboard] Particle UV animation
IL'dar AKHmetgaleev
akhilman at gmail.com
Wed Apr 4 01:09:57 CEST 2012
На Tue, 3 Apr 2012 19:14:46 +0100 (BST)
Hendrik Lober <hendrik.lober at yahoo.de> записано:
I think this problem much deeper. Long time ago I tried to make a crowd
of crows and got same problem. In my case each particle should play
animation of 3D model with some random time offset.
My suggestion is provide a way to map object's local time to particles
individualy with a way to set random offset and a way to use particle
age as 1-100 frame range. Or even make a way to use NLA actions per
particles and some particle retailed constraints.
> Hey there guys and gals! If I'm creating an animation sheet of an
> explosion for unity i have the option to set this texture as tiled
> thus letting the particle's billboards play through the animation. I
> was wondering if this is possible in blender.
>
> Back a while i messed around with the BGE and did some animated
> normal maps for water. it was exactly the same as in unity since i
> just needed to set the amount of tiles in the image properties. But i
> can remember that this didn't work for renderings.
>
> so my question is: is it possible in blender to have UV animations
> while rendering? Especially for billboard particles?
>
> the new smoke sim is really cool but i don't have that much render
> power on my notebook. so it would be a relief to being able to
> pre-bake a texture sheet of a dissolving blast for example and then
> just use a moderate amount of particles to form a realistic explosion.
>
> thanks in advance for the help
===8@))-<-<
Ильдар Ахметгалеев aka AkhIL
Срд Апр 4 06:01:42 NOVT 2012
Tue Apr 3 23:01:42 UTC 2012
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Заходите в гости: http://akhil.ru
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