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Mark James Lewin wrote:
> Looping animations with particle systems is no
> harder than looping animations without any sort
> of particle system. You just have to make sure
> your particle emitter behaves the same way at
> the start and end of the loop, and that you
> calculate a full loop's worth of particles for
> the first frame.
That's not completely precise. You have to calculate a whole particle
lifetime for the first frame and that may be more or less than a full
loop.
However, it won't work at all in systems that support particle
interaction, because when there is particle interaction, the effect of a
specific particle will last even after the particle dies.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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