#IPAS Questions
4 messages in this thread
I've been playing with the IPAS particle systems quite a bit lately and I
have a couple of questions to ask if you 're not too busy. <g>
1) Should I be able to assign multiple textures to an object and have
all the textures appear in a "disintegrate" sequence? So far, I haven't
been able to get the textures to stay. I'm using 3DS v2.01a and I'm not
sure if this feature is available yet.
2) Is it at all possible to get the disintegration particle to "remain"?
I know that the manual says that the particles will disappear, is there any
way to change this?
3) I think I've found an "undocumented feature" when using "explode" and
"disintegrate".<g> You tell me. If I create an object and explode it
without performing any changes to the object in the keyframer other than
simple translation, everything works as expected. However, if I perform a
change such as scaling AND translation to the object while it's exploding,
the particles become stretched and distorted. The effect gets worse as the
frames advance, apparently linked to the absolute transformations of the
vertices of the original object in relation the current vertex locations.
(It's kind of hard to discribe, am I making sense to you?) I can provide a
simple .3ds file that demonstrates this if you would like more
clarification.
I know you guys are extremely busy right now. Let me just say, once again,
that I think these IPAS modules are phenominal and I can't wait to get back
into 3DS to try something else! I'm discovering new uses for these routines
all the time.
Regards,
Danny…
Never too busy to answer an IPAS question! <g>
1) You should be able to use 2.01A to get multiple textures to
disintegrate. I forget right now, but it's probably best if you use the
most current version of disintegrate for 2.01A for this (version 1.02). If
you (or anyone else) have a version of disintegrate currently and would
like to upgrade it to me, let me know via email, and I'll check you against
the master list of licensee's and will get you a new version. (Send me the
name under which you ordered, the date of the order, and which packages you
ordered on that date.)
2) It sure is possible to get the disintegration particles to remain!
Just set the end frame to way after your true end frame, and the particles
will be large throughout your animation. Works great.
3) If you start to scale objects during an explode operation, all hell
will break loose because you'll be altering the scale of the hard-wired
transformation matrix that's the "parent" of the particle system. You CAN
translate the exploding object, and I think you can even rotate it (try it
and let me know how that works). but scaling is verbotten. If you want
the object to disappear, use an animated opacity map (vary.sxp works well
for this).
There ya go,
– G
Did you mention that there was an upgrade IPAS available for the
disintegrate function? If so, yes, I'd like to receive that upgrade.
(unless, it's coming automatically to me, in which case ignore this
message). Thanks!
— Steve
There's a slightly newer version of disint.axp (version 1.02) tha (that)
supports multiple materials per disintegrated object only with 3DS version
2.01A. If you'd like to get a copy of it, email your name, address, order
date, and items you ordered on that date to me.
– G