CompuServe Messages

spurt.axp

    25-Apr-94 14:07:32
Sb: #98528-spurt.axp
Fm: Yost Group 76702,413
To: Chris Regalado 74023,3261
It's been awhile since I've made a volcano-type-effect with spurt, but here goes: 1. Make a cone with 16 sides and 6 segments. (I'm assuming that you're using r3.) 2. Divide up the cone into 16 vertical columns, with 6 points per column (there are a few different ways to do this… I'd probably make 16 cones and then delete everything but one column from each cone. it'd be easy with fence mode vertex selection) 3. create a box from the top view 4. copy the box for each of the divided cone/columns 5. attach each of those columns of points to a separate box to make valid boxed objects 6. if you've got 16 columns/boxed objects and want 2000 total particles in the explosion, use 100 particles per spurting object 7. if you've got 6 points in each column/emitter, use 100/6 particles per point. Set to radial particle flow, with chaos fairly high, along with fairly high initial velocity. 8. now, if you want a single explosion, the lifespan ought to be however long it takes a particle to get to the ground (probably longer than the 30 frames you're currently using). Lifespan length will determine whether or not new particles are created before your animation finishes. If you want that to happen faster, you can turn decceleration up, so the particles slow down faster and fall sooner. (for explosions, you usually want high initial velocity and high decceleration) My feeling for why your particles are curving only slightly and not reaching the ground is because with a lifespan of only 30, your decceleration and initial velocity aren't high enough to get them down to the ground. Have fun and experiment! – G PS: which version of spurt are you using?