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Gnomeccc
07-20-2004, 03:15 PM
I am using a particle emitter and FX_Link/FX_Linker to attach objects to those particles. Each object has an animation on it that has an adjustment - time shift: start shift - to offset the anim to the point when the particle is generated. Perfect. However, this only seems to adjust keys on the basic transformations (move, rot, scale) and nothing else including texture properties and morph targets.

Does anyone know of a way that I can animate morph targets in a base object, then create man of them attached to particles, all of whose animations are offset to the birth of the particle? FX_Linker does not appear to do this correctly for all range of keys.
Thanks in advance.