Home › Forums › TimelineFX Module › Read from the DATA.XML that’s zipped in the eff file › Re: Re: Read from the DATA.XML that’s zipped in the eff file
Hi,
I guess it depends on the capabilities on the iOS emitter, and whether or not you can change the particles behaviour overtime using graphs. If you can’t then you are going to have to limit yourself to only using one node on each graph.
For example, with velocity set the base value to whatever you want with one node, and set the node on the velocity overtime to 1. Then you just need to read the the value of the base velocity and use that. TimelineFX works out the value of each attribute at any given time in the particles life by multiplying the overtime graph by the base value, so setting the overtime to 1 would ensure you’re getting the exact speed you set there.
The other thing would be translating the numbers to whatever measurement iOS is using. TimelineFX works in pixels/degrees/amount per second. So a velocity of 200 is basically 200 pixels per second. Or amount 200 would spawn 200 pixels per second.
I would start with the very simplest of effects, like 1 particle spawning and moving in one direction and build from there. Just ask about any of the values in the XML and I’ll try and help where I can š