Need IPAS Help
17-Feb-94 03:27:08
Sb: #84239-Need IPAS Help
Fm: MARTIN G FOSTER 70303,456
To: M. G. BATCHELOR 71532,1214
MG,
I've been using 3ds for almost 3 years now full-time, so I know it quite well –
it's just other 3d program that I'm not familiar with <g>. However, I've just
started using Softimage which is certainly an eye-opener and hopefully we'll
see some of it's powerful features in 3ds in future versions.
Now to answer some of your questions:
>> and apparently caught Gary at a very bad time. <<
Gary's really busy developing more exciting IPAS routines for us, so the rest
of us try to alleviate some of his ASOFT workload. I'm busy too developing
games, but I just try to tackle a few selected questions when I can.
>> COPIES (editor) or INSTANCES (k/f) <<
instances if the objects have identical materials. If you need seperate
materials and types of objects you could make copies in the 3d editor and copy
the tracks of the first object to the others (objects/tracks/copy position,
rotation absolute). This would place them on the same path. Then you'd just
slide their tracks in time individually.
>> Do you manually "lay them out" along the path properly oriented ? <<
shouldn't be necessary since you're copying all the tracks absolutely from one
to the others (either in the instancing operation or with tracks copy
operation).
>> Do you mean copies / instances when you say dummy objects or actually dummy
objects ? <<
I just used dummies as examples. It could have been a box that I created in the
3d editor and then made instances of in the keyframer. The fact they are
dummies is not important – it's the principal.
>> If you mean that there are several copies of the spurt object plus the
original, all sharing the same 3D space and traveling down the path in unison,
only activated at appropriate times via the slide offset manipulation, then I
tried this early on with these results: <<
Exactly. Just like a train's carriages follow the same path, only a little
later in time from the one in front. If your results were inappropriate then I
suspect the whole particle technique is probably not very good for your
intended "gaseous" application. My other thought would be to use the animated
texture/opacity maps technique. You'd apply the mapping co-ordinates during the
lofting procedure so that your colour-cycling bit maps would follow the
convoluted path of the tubes. Sounds like you were doing something like this in
the end.
>> If you're willing, I'm listening and looking foward to the next installment.
Would it be too much trouble to ask you to u/l a .3ds file of the test you did
which looked pretty good ? <<
It's easier to answer the questions. Besides my example .3ds file was absurdly
simple and didn't show much of anything except objects following a path through
a tube one after the other. Nothing more. To constrain the particles to the
tube you would need to do the following trick: