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objuan
09-19-2016, 09:42 PM
After much fumbling in unknown territory, I'm pretty happy with the motions I am getting using HardFX and a ground Collider to toss some casino like chips on a table. Only problem now is the actions I like are happening too soon in relation to the rest of my scene.

How can I shift the start time of my calculated physics motions, or perhaps stretch the timing some too?

Also, I want some of my chips to be emitting a trail of particles as they bounce around, but when I put an FX Emitter on there it seems to ignore the HardFX motion and just emit from the original position.

Is there a way to bake the HardFX motion to keyframes?

Thomas Leitner
09-20-2016, 12:27 AM
...
How can I shift the start time of my calculated physics motions, or perhaps stretch the timing some too?...
Hi, go to the file tab of HardFX. Save your Motion. Set a new start frame ("Shift Frames"). Use "Playback Speed" for stretching.


...Also, I want some of my chips to be emitting a trail of particles as they bounce around, but when I put an FX Emitter on there it seems to ignore the HardFX motion and just emit from the original position...
You have to calculate the particle simulation!

ciao
Thomas

Thomas Leitner
09-20-2016, 02:57 AM
...Is there a way to bake the HardFX motion to keyframes?

you can use "Makepath" from EditFX tab (Commands drop down) to make a NULL with keyframed animation from your simulation. But you have to do it for every part of your object once (choose the part of your object with "EditNode" settings.

ciao
Thomas

dpont
09-20-2016, 03:19 AM
Or use BDD Player plugin or node

Denis.

objuan
09-21-2016, 06:50 AM
Thanks guys!

Makepath worked great. Much more interactive for experimenting with the particles coming off a null than having to recalculate every time.

Cheers.