peterigz
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peterigzKeymasterYou can set emitters to different layers on the particle tab (in the bottom left of the tab). Particles are drawn in the order that they’re created, but the layers can make emitters draw on top of each other. If the emitters are all is set to “Additive” though it won’t make any difference due to the way that option blends the particles together.
peterigzKeymasterThanks, are you on Windows or Mac?
I’m currently having issues compiling on Windows at the moment so it’s holding up development at the moment but I’m trying to get things sorted.
peterigzKeymasterHi, unfortunately not, you’d have to arrange them into a sprite sheet first. I think there’s a few online tools that can do this although it would be nice if Timelinefx could do it!
April 20, 2017 at 4:56 pm in reply to: Can I change the framerate when exporting an animation? #6357
peterigzKeymasterIt basically records how it plays in the editor, however there is a “Frame Step” option when you record where you can record every nth frame, so if the frames are 32 and you use a frame step of 2, then it will record 16 frames instead (every second frame). Setting it to 4 would record only 8 frames. Not completely what you’re after but might help!
peterigzKeymasterI guess ideally there needs to be an option for the animation to last for the duration of the lifetime of the variation, then you can use the lifetime variation attribute.
You might able to minimise it by using the amount attribute and set the first node reasonably high up, and the second node to 0 (rather then use the single checkbox), then a number will spawn one after the other for a brief time so the animations will also start one after the other. Send me your particle shape if you need me to show you what I mean.
peterigzKeymasterHi, I never actually thought of a frame rate variation attribute as I didn’t think it’d be that useful, but I guess it might have some application in some situations. By twinning do you mean when the particles double up on top of each other? Is adding a random angle to the particle an option as that would probably prevent it if the particle shape doesn’t need to be at a specific orientation?
peterigzKeymasterLooks interesting. Currently there’s no functionality to export that in TimelineFX though.
- This reply was modified 7 years, 8 months ago by peterigz.
peterigzKeymasterHi, sorry missed your new post there. Do you mean that the editor is crashing?
Is qt easy to set up? I could install it and take a look at your implementation.
peterigzKeymasterGreat. No reason that I don’t include vaders I just haven’t looked at that code in ages!
Give it a go on Mac, I have tried NG on mac but didn’t quite get everything working yet but I was trying to build the editor though, the module on it’s own might be ok. If I can get the editor building in NG I’d like to use the mojo module and try effects with shaders.
peterigzKeymasterHi, you can try this zip file which contains the extra mods here: https://www.rigzsoft.co.uk/files/timelinefxng.zip
I’ve tested on windows and it seems to work ok here. You’ll need to build modules, let me know how you get on 🙂
peterigzKeymasterI’ll need to update those extra modules so they work with NG. I do have it working here I just need to sort a few things out with it and then I’ll upload it as soon as it’s ready.
peterigzKeymasterThat looks great Pawel 🙂
peterigzKeymasterCan you try this version and see what happens: https://www.rigzsoft.co.uk/files/TimelineFXEditor.zip. You can send a crash report to pete@rigzsoft.co.uk, that would be interesting to see.
Thanks.
peterigzKeymasterHi, I have tested on the latest version of Sierra and it seems to work OK. I do notice that it tries opening a webpage in a browser (it should open a window in the app on launch with a page open), and then I have to click on the app icon again but everyhthing works ok apart from that.
Does anything happen at all, no error messages?
November 29, 2016 at 1:37 am in reply to: Using amount attribute to spawn single particle problem #5644
peterigzKeymasterGreat 🙂
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