Nov 17 2006, 04:44 PM
Is there any way you can have an emitter emit 1 sprite such as a cloud, I will need them to interact with some forces later but I just need one so I can have total control over positioning.
Nov 17 2006, 05:03 PM
Um, this might be a silly question... but... if you only need one sprite why use an emmiter? Just use a patch with a cookie-cut decal instead.
If you just want a cloud blowing across the sky and you want to have total control over it's position then just do it by hand or constrain it to a path.
Is there some reason why you would need to use an emitter?
Nov 17 2006, 05:10 PM
well I am going to have alot of them and then have them all for a vortex. I guess I can use more than one but I want the emitter to stop producing prites after a while, it looks kinda dumb with clouds just poping up randomly.
Nov 17 2006, 07:48 PM
by playing with the sprite emitter settings you could do what you want
here is a simple example using the smoke sprite
v13 project file
I changed a number of setting so to get the effect you want you'll have to experiment
Nov 17 2006, 08:39 PM
Thanks John, I will give it a shot!
Nov 18 2006, 05:48 AM
Another example, like John's, which I hope will make things clearer:
The following image is the settings that I used for the sprite system and sprite emmiter in this quick example:
Get something set up in a choreography, turn on Particles/Fur, (Shift/8), and play around with the settings in realtime. Lots of fun!
Nov 18 2006, 09:42 AM
Here is another example:
Just remember to avoid raytraced shadows or they will appear square in A:M12. Not sure about A:M13/14.
Nov 18 2006, 10:55 AM
These are all pretty cool but here is my problem I just need the emitter to produce 1 cloud, no more. and I dont want it to be moving in any direction, that is easy just turn velocity to 0. Just one puff is all I want. Then be able to use forces to manipulate that puff. I can do everything esle but get the emitter to emitt 1 puff. I am begining to think that cant be done. I will keep playing with it, thanks for all the pointer guys.
Nov 18 2006, 02:15 PM
Hiya Chad ....
If I understand correctly ... just have the emitter ... ummm? ... emit the cloud on the first frame then set the emitter on the next frame to 0. Make sure the life span of the cloud lasts long enough to cover the length of your choreography or action file. Also make sure that no other force act upon the cloud including any dynamic forces or gravity. That should allow the cloud to remain where it is for as long as you want. I've done this before to create leaves for trees. Hope that helps.
Nov 18 2006, 04:03 PM
Chad exactly as stated above after the cloud emits you set the emission rate to 0 ..no more clouds..
Nov 18 2006, 04:05 PM
ah, yep that is what I needed, I was thinking about that today but havnt had time to test it, thanks guys!!!
Nov 18 2006, 04:54 PM
One sprite emitted on frame :00 with preroll set to 1 second and life set to 5 seconds.
emitter made inactive on frame :01
rendered frame :01 to 04:00
I would like to see what you come up with. Sounds interesting.
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