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  1. #1

    Default Re: Missile trail

    Anyone got a tricks or codes to stimulate missile
    trail in 3D lingo Particles?


    Thanks.




    Vinlan Guest

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  3. #2

    Default 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

  4. #3

    Default 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...
    > 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.
    >

    Vinlan Guest

  5. #4

    Default 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

  6. #5

    Default 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...
    > 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)
    >
    >

    Vinlan Guest

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