Posted: Mon Mar 21, 2005 11:37 pm
Joined: 15 Oct 2002
Posts: 520
He would be very useful if we can parent several objects to an emitter of particles and it randomly (or ordered) sent one after other instead like one whole object.
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Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com
Posted: Tue Mar 22, 2005 2:07 pm
Joined: 13 Oct 2002
Posts: 939
Not that I'm complaining but...
Isn't duplicating the emitter and parenting other objects to t he duplicate
more flexable? This way you can set the # of particles for each emitted
object.
Posted: Tue Mar 22, 2005 2:38 pm
Joined: 10 Jan 2003
Posts: 2242
Linking hiarchy is usefull. For example a bird with flapping wings.
Posted: Tue Mar 22, 2005 4:10 pm
Joined: 15 Oct 2002
Posts: 520
| SirDude wrote: |
Not that I'm complaining but...
Isn't duplicating the emitter and parenting other objects to t he duplicate
more flexable? This way you can set the # of particles for each emitted
object. |
Tha's a workaround, but dificult to be used and updated with large amount of objects, also you miss the hability of get a sequential ordered object launch, because each emiter can't comunicate with another one.
Another feature request (nested emiters):
The hability to launched particles can be another emiters.
P.D: Sorry for my poor english 
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Caronte.
"Some Day, All Will Be Digital"
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Posted: Tue Mar 22, 2005 5:28 pm
Joined: 10 Jan 2003
Posts: 2242
| Caronte wrote: |
Another feature request (nested emiters):
The hability to launched particles can be another emiters.
|
That's already there, not sure if it works with instances.
Posted: Tue Mar 22, 2005 7:28 pm
Joined: 15 Oct 2002
Posts: 520
| joeri wrote: |
| Caronte wrote: |
Another feature request (nested emiters):
The hability to launched particles can be another emiters.
|
That's already there, not sure if it works with instances. |
1. Add two cubes, add a particle effect to each.
2. Parent one cube to the other and make the parent duplivert.
Launch animation Alt+A and judge for yourself.
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Caronte.
"Some Day, All Will Be Digital"
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Posted: Wed Mar 23, 2005 9:58 am
Joined: 10 Jan 2003
Posts: 2242
I think I misunderstood the question.
Spawned objects can't be particle emiters.
But particles can be particle emiters.
Posted: Wed Mar 23, 2005 4:11 pm
Joined: 15 Nov 2003
Posts: 46
| joeri wrote: |
Spawned objects can't be particle emiters.
But particles can be particle emiters. |
Thanks for that clarifying answer
If you don't know what he's talking about, he means that a particle can have generations - when one particicle dies, it will create new ones. You can control this with the CurMul, Mult, and Life buttons. CurMul is the current "generation" of particles (you can have 3 total.) Mult controls what percentage of the original total amount of particles are reproduced when the particle dies, and Life button (the one on the second row of buttons) controls the life of the current "generation" of particles.
Hope that makes sense
Posted: Thu Mar 24, 2005 2:20 pm
Joined: 15 Oct 2002
Posts: 520
I know how to use the particle system very well (Since 1.8 release) but the english languaje is dyficult to me.
In my example (preview post) imagine you want to rotate the cube emiter that is parented to the master emiter to create nice turbulences...
You can't
example .blend:
http://www.nicodigital.com/allow/anidados.zip
If you press Alt+A you can see the two emiters launching particles, but if you parent the blue cube to the red cube, you can see the red cube emiting bluecubes but not particles from him.[/url]
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Caronte.
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Posted: Thu Mar 24, 2005 4:24 pm
Joined: 10 Jan 2003
Posts: 2242
| Quote: |
| If you press Alt+A you can see the two emiters launching particles...but not particles from him. |
That is correct: objects that are made by blender (and not by you) like dupli verts cannot be particle emitters.
I'll add your feature request to the list here:
http://www.blender3d.com/cms/Feature_Requests.500.0.html
Posted: Fri Mar 25, 2005 4:22 pm
Joined: 15 Oct 2002
Posts: 520
Ok Thanks!
P.D: I did not know that Link 
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Caronte.
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