Is the answer to any object/item appearing usually ‘emitter’?
Couple of times i’ve gotten stuck trying to figure,stuff out.
First time - trying to get a paint stroke of rocket thrust working - tried powering it to,make it visible, but it kept disconnecting from the object. Eventually used an emitter instead.
Now i’m Trying to make an explosion appear (using the media molecule explosion contraption) and seem to,have the same problem - can’t power it as it immediately animated and I can’t control it. Is the answer to this an emitter too?
I do find the a bit clumsy as I can’t edit them once they’ve been put in the emitter (apparently if you put on x-ray you can edit,them but I can’t get it working), so I have to remove the object with triangle, the edit it, the reattach it.
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Emitting objects works well becuase the emitter gadget cleans up the particle effect by default. You can also control how many are emitted at once so your scene doesnt slow down if 50 explosions go off at once. (use the recycle button to make sure the latest explosions always appear) There is also an input to clean up all existing emitted objects on the last page, super useful too.
So I would always use emitters because of the benefit these features provide. For working on the emitted object I often delete the reference on the emitter, work on the object and then hook it back up again. The emitter will remember any offset you applied so the emitted object should just pop back into the exact right place.
I see your point that this feels unintuitive but I cant think of another way of doing it that would also be clunky and confusing. Please leave a comment in the feedback forum if you have any ideas.
Hope this is helpful :) Peter -
Thanks. I think one improvement would be to allow either direct editing of an object while inside the emitter, or to reference an object and leave it elsewhere in the level. A few times if I remix someone else’s object and delete the emitter reference, I can’t find the original object - perhaps it was in a different location not near the original object?
Is there a way to kill an emitted particle/object/paint stroke after an animation cycle is complete rather than time based? -
'@MrKlawUK if you show hidden objects you can see the element that the emitter is referencing and edit it as much as you like
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'@napzaxkz I,really can’t. I’ve read that tip a few times and tried it multiple on different objects. Turning on ‘show hidden’ lets me see it but I can’t edit it. Let me try one more time - I must be doing something wrong.
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"tried powering it to,make it visible, but it kept disconnecting from the object." What do you mean by it disconnecting? Once it's connected, only you can disconnect it, right?
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