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why particle dosent renew render when mount node to animating StaticShape is it bug?

by Enel · in Torque 3D Professional · 09/30/2010 (3:08 am) · 1 replies

i think possible to make IceBall Effect such as AFX chkill.

so make some object by StaticShape object and Animate by ambient

%Iceball = new StaticShape(){
         dataBlock = IceBallEffect;
      };
      MissionCleanup.add(%Iceball);
      %transform = %client.player.getTransform();      
      %Iceball.setTransform(%transform);
      %Iceball.playThread(0,"ambient");

and Attach ParticleEmitterNode on IceBall StaticShape Object

%PPE = new ParticleEmitterNode(){
      dataBlock = SmokeEmitterNode;
      emitter = ttochEmitter;
      mountObject = %Iceball;
      mountNode = 1;      
   };

ParticleEmiiterNode go into details in Processtick Function it is to follow mountnode

if(mMountShapeBase)   
    {   
        MatrixF mat;   
        //If we have a valid mount   
        if(mMountNode != -1)   
            mMountShapeBase->getMountTransform(mMountNode,MatrixF::Identity,&mat);   
        //Otherwise, use centre   
        else  
            mat = mMountShapeBase->getTransform();   
        //Set transforms   
        Parent::setTransform(mat);   
        Parent::setRenderTransform(mat);   
    }


ParticleEmiiter is follow to specific Object

particleEmiiter very excellent follow PlayerObject but StaticObject doen't follow

i think StaticObject dosent renew object nodes but i dont know what is :(

anyone know renew StaticObject child nodes?

i cant find hint in PlayerObject

#1
09/30/2010 (5:02 am)
solved it :)

StaticShape Object is little late to update ghost object

so need to schedule it in script when make particle node to wait update StaticShape