Forum Replies Created
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Elvis Deane
October 5, 2005 at 8:56 pm in reply to: Exploring SE version: can I output with alpha for import into Vegas?As long as you check the Save Alpha box and export to TGA, the alpha should be included. Double check the Properties of the clip once you import it into Vegas and make sure that the alpha channel is set to something other than None. I just exported a TGA from SE and Vegas didn’t automatically recognize the alpha, but it worked fine once I set the alpha to Straight in the clip’s Properties.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
It’s hard to say for sure without seeing the shot, but there are a few bird emitters in the February 2002 library that you might be able to use to do this. They mostly fly straight ahead, but you can adjust the Motion Randomness to make their behaviour a little wilder, and turning on Keep Aligned to Motion in the particle angle settings will get them to turn and face that direction.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
There are two emitters in the April 2005 library that would probably be good for this, the water spray and water fountain ones. You’d have to adjust the Number graph on the spray one so that it continues to spray particles rather than just a burst.
Some of the older waterfall emitters would work too, you’d just need to adjust their Emission Angle so that they shoot particles up instead of down.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Great library, I hope you make more! I particularly like the Healing Magic one.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Elvis Deane
September 25, 2005 at 7:19 pm in reply to: Another disintergrating person question – sorry about this…You can definately use this effect for that sort of thing. Rather than making the particles fall down and scatter, you’d just adjust the Weight so that the particles fly up or off to the sides, and lay one of the many beaming effects in the libraries over it.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Okay, that one has keyframes in a lot of places, but it’s easy to stretch out it’s time on screen.
Basically, it has high Motion Randomness and Velocity settings, which are then animated to go down to 0 at a certain time, causing all those particles to stop going every which way, and stop moving altogether. The reason that the logo fades out is because the Number graph is also animated to stop creating new particles not long after the MoRand and the Velocity shut down. That’s what’s causing the fade out to happen- no new particles.
So long story short, if you go to the Number graph and move the two keyframes ahead a couple of frames (they are at frame 36 and 37 by default I think), the logo will stay on the screen longer. If you want the wacky movement to go on longer as well, move the keyframes on the MoRand and Velocity graphs ahead too.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Is it from one of the logo emitter libraries? You might be able to get it to stay longer just by adjusting the Life property, though it’s hard to say without seeing the settings on the emitter.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
You might be able to do it by shortening the Life of the particles. When particles are born with a Zoom value of 100%, they’ll stay at 100% through out their lives. If you add a keyframe at frame 50 or so with a value of 300%, then ones born after frame 50 will be zoomed to 300%, but not ones born before.
At least I think that’s how it works. Someone correct me if I’m wrong.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
If you right-click on the stage and choose Scroll, you’ll get the same function as normal middle-mousing (at least that’s how it works on Windows, so I assume its the same)
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
I really don’t know why it would stay. You mentioned some Open GL problems in a previous post, so maybe it’s a video card/drivers thing.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures