Particle Systems

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Particle Systems

Postby Christopher » Sun Nov 13, 2011 10:31 am

I have two questions about these systems:
1. Is it possible to fade out the Particles at the end of their lifetime?
2. Is it possible to change the texture of the aprticles during their lifetime?

I hope you can help me.

EDIT: I have a third question: Can I disable the particlesystem, without the already dropped particles are disappearing?

Christopher
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Re: Particle Systems

Postby TheMagician » Sat Nov 26, 2011 12:23 pm

I should REALLY finish this video tutorial on particles that I have sitting on my computer.
Both color and transparency of particles can be animated over time. You just have to activate automatic keyframes (just as you would for normal animation), scrub the timeline slider to the desired frame and change the paramter(s) (e.g. color) to the new values. A red box should appear around the parameter to indicate that it is animated. When you've finished just turn off automatic keyframes again.
It's important to keep in mind that only the first 10 frames are used for particle material animation. So the material properties of the very first frame are used when a new particle is born. And the settings at the 10th frame are used when the particle dies. Whatever is in between those frames gets interpolated over the lifetime of the particle.

EDIT: And yes, you can also stop the emission of new particles without killing all active ones. To do that animate the "Birthrate (per sec)" value in the parameters of the ParticleSystem component that you've assigned to your emitter.
If you then want to trigger this animation (for example when the player klicks a button) assign an Animation component to the emitter and set up the animation using the Notes Track in TrackView (have a look at THIS tutorial if you don't know how to do that). When you now trigger the animation component it will stop the particle emission.
As an additional tip: if you want to activate the emitter again later on, have the animation component that you've just set up play backwards. This will turn the value of particles back up and the particle system is active again.
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Re: Particle Systems

Postby Christopher » Mon Nov 28, 2011 3:16 am

Thanks, you helped me very much. The animation of the particles works very well.

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Re: Particle Systems

Postby Christopher » Wed Nov 30, 2011 2:38 pm

I want to share the result with you. You helped me to let my dragon spit a fire:
Image
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Re: Particle Systems

Postby diafero » Thu Dec 01, 2011 3:07 am

Cool :D
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Re: Particle Systems

Postby TheMagician » Thu Dec 01, 2011 10:27 am

Wow, the dragon looks great! Is he ... or it ... used as an avatar?
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Re: Particle Systems

Postby Christopher » Thu Dec 01, 2011 11:23 am

Yes, I ported it from Drangon Age: Origins and now I can use it as Avatar.
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Re: Particle Systems

Postby Karkadann » Thu Dec 01, 2011 12:21 pm

How cool, does it have a name?
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Re: Particle Systems

Postby Christopher » Thu Dec 01, 2011 2:08 pm

Yes, I named it Urglefloggah (like a demon from Pratchetts Discworld novels).

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