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There is a glass shattering emitter in the August 2003 library, but there’s no circular cracking effect that I know of.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
The only way I can think of to create a shadow would be to duplicate your emitter, position it where you want the shadow to be, then use the Tint Color and Tint Strength graph to blacken the “shadow” emitter, and lower the Visibility. Then depending on the angle the shadow should be at, you could use the Angle property to tilt it the right way.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
I don’t have a video camera at the moment so I can’t check this out, but I don’t think you can capture straight from a miniDV camera as a Huffy avi. You probably have to capture to the usual Microsoft DV codec and then render out of Premiere as a Huffy compressed avi.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
In a case like that, I would probably have two particle types in an emitter, a fire one, and a blood one. Using either the Transparency gradient or the Visibility graph, I’d animate it so that the fire particles were invisible until the blood hit the ground, and then I’d set some keys in the graph to make the fire visible.
This last month’s library had examples of “spawning” particles of a similar nature, check out the Burrowing Fireflies emitter. The “burst” particle type is hidden using the Transparency gradient until the fireflies stop moving, and then appear.
If the particles are washing out against a background image and have the Intense option checked in the Properties, you can usually fix the problem by checking the box that says Preserve Color.
You can also change the brightness by bringing down the Visibility graph, or by just darkening the colours in the gradient a bit.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Something you may want to try: Rather than rendering out of Poser at 320×240 or a standard video size, render your images with values to the power of 16 (256×256, 512×512, 256×512). pI won’t end up shrinking the characters or making you crop them when you import them in as shapes later on.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
There are a number of emitters in the pI3 libraries that can be turned into falling dust, specifically some of the snow/blizzard ones. It’s all really a matter of changing the colour and the Weight so that the particles fall faster.
Same goes for table dust. You’d likely need to adjust the Velocity over Life or Weight over Life so that after the particles get blown up into the air, they linger momentarily before starting to fall again.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
That was really trippy. Cool stuff 🙂
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Position data import/export is one of the features missing from SE.
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
The two properties that control the speed of particles are the Velocity and Weight graphs. Try lowering the Velocity first, Weight is only used on some emitters
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Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures -
Try this out, it’s a modified Thin Flow emitter with some new shapes. Turn down the Weight if you don’t want the path of the arrows to curve
https://pi.shockingtales.com/ipf/arrowFlow01.zip
—
Elvis Deane!
The particleIllusion FAQ
particleIllusion Resources and tutorial CD
Astounding Adventures