It always surprises me how much faster the overlapped motion looks than the straight motion, even though they are all moving in the same time and moving to the same place.
Some notes on moving the body from side to side.
When the whole upper body moves from side to side as a unit it looks weightless because no flexible body with mass could do that.
additional ideas:
-Waiting room. Camera watches various people waiting for the doctor(?) to see them
-Airport security check.
- Coach class. Camera peers into each row of seats in a jetliner.
that affect how the sprite image aligns itself to where it is flying. The surface direction (the "normal") governs what direction the particles are fired.
Try this: Make the second keyframe something small like 90, then in the PWS, in the channel view, manually move the keyframe fro 90 up past 360. Then you can type in large values in the properties panel.
Particles always shoot straight out of the surface they are coming from
Look at Mark's sample model closely.
it doesn't have emitters on the bottom of the feet, they are thin slivers near the bottom of the sides of the feet. The patches that emit particles are facing sideways but they are very near the bottom of the foot.
I'm going to guess that you don't want the character falling below the surface. Right?
Watch the model bone at that part. Is it dropping down? why? Is it keyed to do that?
Here's a PRJ that rotates a striped material 90° on a ball.
MaterialRotate.prj
If you need to rotate more than that, convert the rotate driver to Euler so you only need to make a beginning and end key and not three keys for every revolution as the default Quat interpolation requires
If he's that big, then the dust maybe ought to appear to move slower... or maybe it shouldn't travel as far from the feet since we're really viewing from quite a distance?
That's a lot of dust! On Mark's he had just a thin sliver at the bottom of the feet emit particles but on yours it looks like the entire sides of the feet are emitting particles. Is that the case?
I haven't had trouble with undo in years, but maybe you're doing something I never do.
Can you make a sample PRJ that will always crash when you undo a certain step? Post that.
You might also try a Reset Settings to see if that changes anything.
hmmm... calibri is not a choice on the forum.
the biggest difference I notice between it and Arial is the loose ends on e and s are shaved off more vertically
you mean the ground?
I guess you'd have to turn "shadows" off too, or set the object to not cast shadows.
There's probably a thousand different ways to need this separate shadow stuff, what you do and what you get depends on how you will be putting it together.