Page 1 of 2 12 LastLast
Results 1 to 15 of 16

Thread: Particle Bullets

  1. #1
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551

    Particle Bullets

    I'm needing to animate bullets from a moving aircraft. The emitter needs to be parented to the canons moving and rotating with the craft. The projectiles need to be aligned with the emitter and then continue on that initial path after leaving the emitter no longer regarding the angle or rotation movement of the canon. Can this be done with particles or is their another technique employed by Lightwave?

  2. #2
    Emitter should work fine, be sure to set parent motion to zero.
    http://walen.se my plugins

  3. #3
    Super Member dmack's Avatar
    Join Date
    Dec 2006
    Location
    UK
    Posts
    898
    If this is for a job, do some early tests on your technical procedure. I had a nightmare of a time with particles on a recent project (tracer fire from a moving aircraft). I seem to remember that the particles didn't blur properly, didn't glow properly etc. Just a heads up. Can't remember what I did in the end....

  4. #4
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551
    It's for a film trailer so there's no hard deadline but yes, dmack, that's the same scenario. Thought it would be simpler with lightwave. Zoic's Battlestar Galactica made it look fairly simple to achieve. Sure would like to pick those guys brains for a day or two on the effects work.

  5. #5
    particles dont blur properly but if you instance geometry for bullets using FX link then you will get proper motion blur.

  6. #6
    From where are the bullets to be seen? Are you trying to mimic machinegun-mounted cameras and tracer-bullets? They're not really visible otherwise.
    Confirmed -
    No Weapons of Mass Destruction
    or links to Al Queda or 9/11. (Sep. 2003)

  7. #7
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551
    Yes, these are tracer rounds. After a couple of tests, particles do appear to be doing the job; however, I can't seem to get them to fire in a regular interval. I'm trying to get them to fire one every 15 frames. Is it possible to get them to do that? Everything else appears to be working fine with them.

    Richard

  8. #8
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551
    These are a couple of lo. res. test animations using particles.
    Attached Files Attached Files

  9. #9
    Quote Originally Posted by Richard Hebert View Post
    ... I can't seem to get them to fire in a regular interval...
    Create a keyframe at the frames you want to emit particles, and set "Key Effect" of the emitter to "Key".

  10. #10
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551

    Talking

    Wow, that could potentially be a lot of keyframing but gives me what I want. Thanks goes out to all of you for the advice.

    Richard

  11. #11
    Super Member dwburman's Avatar
    Join Date
    Feb 2003
    Location
    Washington State, USA
    Posts
    2,880
    Weird, I thought I posted something here last night and I don't see it now.


    Anyway, Worley has a plug-in in the Taft collection for doing tracers. Oddly enough it's called "tracer". It I remember correctly it was designed for Roughnecks: The Starship Troopers Chronicles. You can set rate of fire, a target object and accuracy. It'll even set up an envelope to control a lens flare for muzzle flashes. It's an image or pixel filter. I don't know how it works with motion blur or if anyone still uses it. LW has added a lot of features since version version 5.6 which is what tracer was made for.
    Last edited by dwburman; 09-12-2008 at 10:51 AM.
    [mr] Dana W. Burman | http://dwburman.com
    Motion Graphics for sale at Pond5 Stock Footage
    Check out my tutorials at Liberty3d.com & my YouTube channel!

  12. #12
    Quote Originally Posted by Richard Hebert View Post
    Wow, that could potentially be a lot of keyframing ...
    Just a quick tip in case you hadn't figured that out: say you want a particle to emit every 15 frames from frame 15 until 360. Create a keyframe at 15 and 30. In the DopeTrack you select and copy the 2 keyframes. Move the timeslider to 45 and "paste". Now you have 4 keyframes until frame 60. Copy the 4 keyframes and paste them at frame 75, and so on until you reach frame 360. (I don't know if there's an easier way.)

  13. #13
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551
    Thanks for the TAFT tip, will look into it if this project gets more involved. I've been looking at the Layout manual for copying curves (or repeating curves) but it's not really clear or I'm just not grasping the concept maybe (in After Effects copying and adjusting keyframes is a breeze). The Dope track may be what I'm looking for to do copy and paste jobs. Thanks, Serge.

  14. #14
    There's one more way: I believe it to be simpler.

    Set up keyframes at 0 and 15. In the graph editor, with that objects' channels selected, at the lower right change it to "repeat". Out to infinity, a keyframe every 15 frames.
    Or so I recall.

  15. #15
    Registered User
    Join Date
    Dec 2007
    Location
    Irving, Tx.
    Posts
    551
    Thanks for the tip. I was wondering about that 'repeat' option just haven't had time to delve into it yet.

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •