Mesh particle emitters!
by Lukas Joergensen · in Torque 3D Beginner · 06/10/2012 (5:38 am) · 8 replies
Almost got a mesh particle emitter working for static meshes!
The prototype is working! But still alot more work to do..
Any ideas for features this mesh particle emitter could have?
Btw this emitter will be released for free through the Improved Particle System resource
Also: anyone knows how to get the current mesh for a gameBase object rather than the base mesh?
The prototype is working! But still alot more work to do..
Any ideas for features this mesh particle emitter could have?
Btw this emitter will be released for free through the Improved Particle System resource
Also: anyone knows how to get the current mesh for a gameBase object rather than the base mesh?
About the author
IPS Bundle available at: https://www.winterleafentertainment.com/Products/IPS.aspx
#3
Edit: I take that back, I had just failed to see the proper vertex array and used the wrong one instead.
06/10/2012 (9:15 am)
Haha thanks guys! Although there is still along way to go for this mesh emitter! It is some very complicated code working with all the vertices and faces, and applying the current nodes transform to the vertices is incredibly hard to figure out!Edit: I take that back, I had just failed to see the proper vertex array and used the wrong one instead.
#4
Got it working now!
Features:
Linear emission on the vertices of an object.
Emission offset based on the normals of the vertices.
Todo:
Get rid of the mesh emitter node, as the object it is emitting on serves as a node this is unnecessary!
Get rid of all the variables resulting of copy-pasting graphEmitter class.
Random based emitting instead of the linear emitting it is now.
Emission on faces rather than vertices.
Emission based on the area of the faces rather than the number of faces to smooth the particle emission out on the whole object rather than the polygon dense objects (Notice the sword shaft in this video: http://www.youtube.com/watch?v=DGMiW0rpIGU For why this is a problem.
Add simple yet effective customization to the emitter.
As i said, long way to go! :D
06/10/2012 (9:57 am)
Update!:Got it working now!
Features:
Linear emission on the vertices of an object.
Emission offset based on the normals of the vertices.
Todo:
Get rid of the mesh emitter node, as the object it is emitting on serves as a node this is unnecessary!
Get rid of all the variables resulting of copy-pasting graphEmitter class.
Random based emitting instead of the linear emitting it is now.
Emission on faces rather than vertices.
Emission based on the area of the faces rather than the number of faces to smooth the particle emission out on the whole object rather than the polygon dense objects (Notice the sword shaft in this video: http://www.youtube.com/watch?v=DGMiW0rpIGU For why this is a problem.
Add simple yet effective customization to the emitter.
As i said, long way to go! :D
#6
06/11/2012 (12:12 am)
Sweet!
#7
06/11/2012 (12:40 am)
The emitter moves with the object taking both animation deformation and what not into account!
#8
06/17/2012 (2:43 pm)
wow, how did I miss this! awesome!!!!!!!!!!!
Torque Owner Alfio Saitta
Collateral Studios