Ask a Question related to Macromedia Director 3D, Design and Development.
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Vinlan #1
Re: Missile trail
Anyone got a tricks or codes to stimulate missile
trail in 3D lingo Particles?
Thanks.
Vinlan Guest
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Trouble with the trail
Having some trouble with the trail version of Contribute here - the program will not actually start. The process merrily does it's own thing without... -
coldfusion 5.0 trail
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Dragging trail
Hello, I know this is probably something very basic, but in previous versions if you were dragging text for precise placement, your text would... -
would anyone like to turn this game into missile command?
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Homing missile?
I do but I sold the blueprints to NASA. -- Craig Wollman Word of Mouth Productions phone 212 724 8302 fax 212 724 8151... -
nick kang #2
Re: Missile trail
Set the emitter.mode = #STREAM, and the emitter.loop = TRUE, then set the
emitter.region = [tail position of your missile] with each frame step (notice
it's a list of vectors, you only need 1]. This way the trails will diminish in
a fixed position in worldspace, much like the rocket smoke in Q3. You'll need
to tweak all the other particle system resource and emitter settings to your
liking.
nick kang Guest
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Vinlan #3
Re: Missile trail
Thanks Nick.
But how can I control the missile trail to follow the
flying path of the missile, I want my missile flying
in a curved path.
Thanks again.
"nick kang" <webforumsuser@macromedia.com> ¼¶¼g©ó¶l¥ó
news:ccdqiv$jqn$1@forums.macromedia.com...(notice> Set the emitter.mode = #STREAM, and the emitter.loop = TRUE, then set the
> emitter.region = [tail position of your missile] with each frame stepdiminish in> it's a list of vectors, you only need 1]. This way the trails willneed> a fixed position in worldspace, much like the rocket smoke in Q3. You'llyour> to tweak all the other particle system resource and emitter settings to> liking.
>
Vinlan Guest
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nick kang #4
Re: Missile trail
The above example will result in a trail will conforms to the flight path of
the missile, since you are constantly changing the emitter.region to the
position of the missile. If you were to set the position of the particle
system model to the missile position (or attach the particle system to the
missile), then the trail would look artificially stiff, if the missile had a
curved path. Just leave the particle system model position at vector(0,0,0).
You may also want to look at building a mesh on the fly for anime-style
missile trails, like these:
[url]http://earthwormjim.free.fr/demo/index.html[/url] (try the Homing demo)
nick kang Guest
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Vinlan #5
Re: Missile trail
nick,
Thanks for your help. I also found my solution at
[url]http://www.xonko.com/Shockwave3DLab/learn/tute_particle_thrustor.htm[/url]
"nick kang" <webforumsuser@macromedia.com> ¼¶¼g©ó¶l¥ó
news:ccg4up$l8a$1@forums.macromedia.com...of> The above example will result in a trail will conforms to the flight patha> the missile, since you are constantly changing the emitter.region to the
> position of the missile. If you were to set the position of the particle
> system model to the missile position (or attach the particle system to the
> missile), then the trail would look artificially stiff, if the missile hadvector(0,0,0).> curved path. Just leave the particle system model position at>
> You may also want to look at building a mesh on the fly for anime-style
> missile trails, like these:
> [url]http://earthwormjim.free.fr/demo/index.html[/url] (try the Homing demo)
>
>
Vinlan Guest



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