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max - turn on a particule spray when an object rotates

L2KL2K0 Posts: 0Member
hi all.

I'm trying to "rig" a ship...
i've no problems with sliders to control things, bu I would like to automaticaly turn on a particule spray when the ship banks and cut it when it's stabilized (even at -30A°),
it should be somewhere in the reaction manager, but....

thank you for viewing

any help will be remunerated with a huge hug and a glass of dominican rhum 5years old
Post edited by L2K on

Posts

  • citizencitizen171 Posts: 0Member
    I'm thinking you'd need to script it.
  • mental|platemental|plate333 Posts: 0Member
    Yup, script is a way to go, i was thinking the same thing the other day, and scripting came to mind....i have no current intention to write the script but i have plans in the future, and if i ever write it, it will be free :D.
  • L2KL2K0 Posts: 0Member
    got it without a line of script.
    i'm too bad at scripting.

    wanna know how i did ?
  • aszazerothaszazeroth176 Posts: 209Member
    Manually keyframed the entire scene ?!:devil:
  • GuerrillaGuerrilla797 HelsinkiPosts: 2,868Administrator
    You probably don't need to go scripting. A fairly simple expression for the birth rate might do the trick. Something like initial angle-angle in next frame *multiplier for the particle birth rate should work.

    No idea about the actual practical application, but it should work. I think Pete Draper has a tutorial for self-firing engines using expressions, so you can do a bit of googling and see if that helps.

    [edit]Ninja posted. Twice. :(

    How did ya do it? :)
    Comco: i entered it manually in the back end
    Join our fancy Discord Server!
  • L2KL2K0 Posts: 0Member
    I linked a dummy to the ship (as parent), and put a spring controller.
    I linked a damper on the ship and on the dummy.
    in the reaction manager i created states on the spray rate along with the damper height

    I hate scripting. But i'd love script.
    it's an attraction-repulsion
  • GuerrillaGuerrilla797 HelsinkiPosts: 2,868Administrator
    That's pretty clever. :)
    Comco: i entered it manually in the back end
    Join our fancy Discord Server!
  • aszazerothaszazeroth176 Posts: 209Member
    Hehe, indeed, that was a clever solution
  • mental|platemental|plate333 Posts: 0Member
    yeah, out of the box thinking for shure!
  • L2KL2K0 Posts: 0Member
    frak, it works only if the mesh dont move (just rotates).
    pfff, back on my problem :(

    in fact, it would be just fine if the spring controler used the parents XYZ and not the world XYZ.
    if anyone has an idea how to get the pring relative instead of absolute...
  • citizencitizen171 Posts: 0Member
    L2K wrote: »
    frak, it works only if the mesh dont move (just rotates).
    pfff, back on my problem :(

    in fact, it would be just fine if the spring controler used the parents XYZ and not the world XYZ.
    if anyone has an idea how to get the pring relative instead of absolute...
    Maybe not full on scripting, but could you wire the flow rate to the change in rotation?
  • GuerrillaGuerrilla797 HelsinkiPosts: 2,868Administrator
    L2K wrote: »
    frak, it works only if the mesh dont move (just rotates).
    pfff, back on my problem :(

    in fact, it would be just fine if the spring controler used the parents XYZ and not the world XYZ.
    if anyone has an idea how to get the pring relative instead of absolute...

    Well, if the rotation bit works, then a quick-n-dirty work-around would be to make a non-renderable dummy object, wire it to the rotation of the ship and link up the springs to the dummy instead of the mesh. Basically the dummy object will rotate identically to the ship, but never move an inch.

    Or just give expressions and/or scripting a go. :p
    Comco: i entered it manually in the back end
    Join our fancy Discord Server!
  • L2KL2K0 Posts: 0Member
    waa, thats a pretty good idea guerilla !

    i'll try it tonight !
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