johnl3d Posted March 6, 2005 Posted March 6, 2005 Here's a real simple fireworks display using sprite material right off the cd fireworks.mov Quote
johnl3d Posted March 6, 2005 Author Posted March 6, 2005 here's the project when it asks for sprite tgas they are on the cd data material particles sprites this was done in 11.1c fireworks.prj Quote
steve392 Posted March 6, 2005 Posted March 6, 2005 Wow that is real good John ,didn't realize you could get sprites to look that good Quote
Vash Posted March 6, 2005 Posted March 6, 2005 I have a TON of questions and a couple of things to say. First, that was $%#*%&( AWESOME! Second, steve those sprites were from the example sprite emitters from their library. Now I want to know a few things. How do you make a sprite emitter go a one point and then stop at another. I tried turning emitter to zero but it still emitted partially sometimes. Two Did you do the action for the bones or did you add some kind of rigid body constraint? Third How did you make the baloons disapear? Did you do it by key framing transperancy settings? Quote
ChrisThom Posted March 6, 2005 Posted March 6, 2005 Oooooooooo......... AAAAAwwwwwwwwwww........ Hey Vash, That's why John usually includes the project files, so you can tear it apart and see how things work. Quote
Guest Nicholas8681 Posted March 6, 2005 Posted March 6, 2005 Looks nice. I like it. Why is the starting particle? blue with a little string? Brian Quote
Vash Posted March 6, 2005 Posted March 6, 2005 because that's not a particle that's a model of a halfass firework. yeah I'll look into this all right... but I still couldn't figure out how you had the emitter on one time then off another... Quote
johnl3d Posted March 7, 2005 Author Posted March 7, 2005 blue ball with shrinking string was suppose to be the fuse burning away ..i suppose i could have done a sparkle fuse but this was just for fun also shows render as line for fuse the fire works were constrained to the paths i drew at random ...by setting the ease at 100% at different time they reached the end at the time i chose and the pose slider that controlled the fuse length was set to have fuse gone at that point all emitters set to zero at rate of emission in material at the end of the path I set each on to 100% then after 10 frames to 0 All the points where all set to hold so they would stay off then on as needed the blue balls were toggled on and of at the time the sprites started then off at the 10 frame mark wasn't planning a tutorial here... like Chris said thats why the project is available but today i guess i wrote one by the way Chris nice sound effects Quote
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