Attaching particles to Moviestorm props, it's a bit complicated |
Attaching particles to Moviestorm props, it's a bit complicated |
Aug 24 2011, 3:19 PM
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#1
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![]() Master Director Group: Administrators Posts: 4,237 Joined: 18-January 07 Member No.: 116 |
How to attach particle special effects to your props
Moviestorm props can have particle effects attached to bones that are part of the prop. Set object props can have a continious particle effect attached; held props can have a either a duration based effect, or a burst effect, and the effects are triggered by animations. The existing examples of these behavious are best seen in the props in the Special Effects content pack. Moviestorm Particle Systems are defined in .mps files; we have a number of them already defined in the SpecialEffects content pack, and they are in Data/fx. These are, like much of moviestorm, xml text files. These were initially generated in a particle editor in the modders workshop, which unfortunatly doesnt work in the user version. One could make new effects based on existing particle systems, just by tweaking the numbers with copies of the existing effects. Continious effects are <fuze3d.particles.ParticleFountain> or possibly <fuze3d.particles.ParticleStream>, and the burst ones are <fuze3d.particles.ParticleBurst>. Props which are to use particle effects use the 'PyroProp' class, instead of the more normal 'Prop' class; this means that objects that would not normally be of the 'Prop' class cannot be made into 'PyroProps' while retaining their normal function. This means that particle effects cannot work with 'Car' or 'AutoAnimate' or 'Door' or 'Window' props. To make your prop have an attached particle effect, you need to, while making your prop in your 3D package, create a bone that will be the source position for the particles; if you are using sketchup with our sketchup importer, you dont get to create bones, but you get one by defaul. Then, in the modders workshop, you need to set up your prop as normal, except that you need to change the type from 'Prop' to 'PyroProp'. You need to set up the template or template and parts as normal, but then you need to edit the .template file (or the .part if you are using parts instead) in a text editor. Near the end of the template (before the </mscope.things.factory.ModelTemplate> ), add a <bindings> section an example: CODE <bindings> <boneBindings> <EffectBinding> <name>fire</name> <bone>emitter_bone</bone> <mpsPath>Data/fx/Barrel_Fire_Small.mps</mpsPath> </EffectBinding> </boneBindings> </bindings> The name isnt important, except for held props with particles; change it to something apropriate. The bone is the name of the bone in your model that will emit the particles; you can see the bone names in the modders workshop on the Bones tab. the mpsPath shows the path to the particle effect, and it's filename; you can use any of the particle effects in the fx folder, although the ones with ParticleFountain or ParticleStream effects will work better than the ones with ParticleBurst effects (as the latter will only fire once). You can also have a light attached, eg: CODE <bindings> <boneBindings> <EffectBinding> <name>flame</name> <bone>emitter_bone</bone> <mpsPath>Data/fx/Fireball_Medium.mps</mpsPath> <light> <type>flicker</type> <color>1 0.95 0.4 1</color> <halo> <radius>0.8</radius> <offset>0.05</offset> </halo> </light> </EffectBinding> </boneBindings> </bindings> The different types available are 'flicker' or 'standard'. The color is in Red Green Blue Alpha. The halo goes around the light, and the radius can be changed; the offset affects how far in front of the object the halo is visable. If your prop is a held prop, then it needs to be set up like this, except that when setting up the animations, events need to be added to the animation transitions, to trigger the particle effects. Examples can be found for the wand, sparkler and torch, in the Special Effects pack. The event used is custsom, playEffect, and the number seems to be 1 for one off effects, 3 for duration effects (and the duration effects need a 3 for the stopEffect, too). -------------------- Ben Sanders
Moviestorm Ltd |
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Feb 7 2012, 11:11 AM
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#2
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![]() Master Director Group: Administrators Posts: 4,237 Joined: 18-January 07 Member No.: 116 |
Idealy it would be better to aim the bone that the particles are attached to correctly out of the spout (which would require a skeleton change to your model). The bone is not quite pointing along the axis of the spout, in the version I looked at initially.
If the bone the particles are attached to is not animating with the rest of the object, then that would be a flaw in the animations, I'm afraid, but it does seem to change position with the animation, as seen in the picture of the modders workshop (attached). In that, the top image is the bone position in the rest pose, and the bottom one is during the sprayexsidedtoside anim. The coneAngleRadians value determines how wide the cone is in which the particles are emitted. Try this <transform> <m00>0</m00> <m01>0</m01> <m02>-1</m02> <m03>0</m03> <m10>0</m10> <m11>1</m11> <m12>0.0</m12> <m13>0.0</m13> <m20>1</m20> <m21>0.0</m21> <m22>0</m22> <m23>0.0</m23> <m30>0.0</m30> <m31>0.0</m31> <m32>0.0</m32> <m33>1</m33> </transform> Or with m02 at 1 instead of -1.
Attached File(s)
-------------------- Ben Sanders
Moviestorm Ltd |
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Ben_S Attaching particles to Moviestorm props Aug 24 2011, 3:19 PM
Chris Ollis before people get very excited, can I remind that ... Aug 24 2011, 3:31 PM
lucindamc123 Thanks Ben, I think I might be able to do this. Al... Aug 24 2011, 5:45 PM
Reacher Good info, thanks for sharing Ben!
-- Reacher Aug 25 2011, 12:21 AM
daleh Successfully created my first Pyroprop yesterday, ... Nov 7 2011, 10:57 AM
Ben_S You could change the light colour to something low... Nov 7 2011, 11:39 AM
daleh QUOTE (Ben_S @ Nov 7 2011, 11:39 AM) You ... Nov 7 2011, 12:21 PM
Ben_S If you dont like losing out on the halo, you could... Nov 7 2011, 1:23 PM
Nahton I have a quick question on this but it's more ... Jan 31 2012, 11:22 AM
Ben_S QUOTE (Nahton @ Jan 31 2012, 11:22 AM) I ... Jan 31 2012, 2:58 PM
corthew How did I miss this thread? Nahton. thanks for bum... Jan 31 2012, 12:06 PM
Nahton QUOTE (corthew @ Jan 31 2012, 07:06 AM) H... Jan 31 2012, 1:11 PM
Nahton QUOTE (Ben_S @ Aug 24 2011, 10:19 AM) If ... Feb 1 2012, 4:33 AM
Ben_S Your bindings section in your template looks reaso... Feb 1 2012, 10:43 AM
Nahton QUOTE (Ben_S @ Feb 1 2012, 05:43 AM) Your... Feb 1 2012, 1:28 PM
Ben_S Got them; will hopefully have a look at them in th... Feb 1 2012, 2:28 PM
Ben_S Capitalisation for bone names is important 'Bo... Feb 1 2012, 5:59 PM
Nahton QUOTE (Ben_S @ Feb 1 2012, 12:59 PM) Capi... Feb 2 2012, 6:00 AM
Ben_S QUOTE (Nahton @ Feb 2 2012, 06:00 AM) ARG... Feb 2 2012, 10:46 AM
Nahton QUOTE (Ben_S @ Feb 2 2012, 05:46 AM) I mi... Feb 2 2012, 2:42 PM
Poulet Noir QUOTE (Nahton @ Feb 2 2012, 02:42 PM) I... Feb 2 2012, 5:45 PM
Ben_S QUOTE (Nahton @ Feb 2 2012, 02:42 PM) Hmm... Feb 2 2012, 6:03 PM
Nahton QUOTE (Ben_S @ Feb 2 2012, 01:03 PM) I th... Feb 6 2012, 4:59 AM
PapaG cool one of these days Ill have to try this Feb 2 2012, 4:27 AM
Poulet Noir Stick with it, you're nearly there!
Then ... Feb 2 2012, 8:15 AM
Ben_S It's a 4x4 transform matrix. The numbers you w... Feb 6 2012, 11:48 AM
Ben_S It appears that you want the particle effect to be... Feb 6 2012, 12:08 PM
Nahton QUOTE (Ben_S @ Feb 6 2012, 07:08 AM) It a... Feb 6 2012, 4:40 PM
Nahton Ben,
I had to step it back a little before I prov... Feb 8 2012, 2:03 AM
Ben_S Each prop only uses one skeleton file - if there i... Feb 8 2012, 10:54 AM
Nahton QUOTE (Ben_S @ Feb 8 2012, 05:54 AM) Each... Feb 8 2012, 11:24 AM
Ben_S I have a hard time believing that the differences ... Feb 8 2012, 3:06 PM
Nahton QUOTE (Ben_S @ Feb 8 2012, 10:06 AM) I ha... Feb 9 2012, 5:23 AM
Nahton I just wanted to provide an update for anyone foll... Feb 9 2012, 9:50 PM
gspoutnik Hello
Can you help me i would like to have fire on... Dec 3 2012, 4:11 PM
Ben_S CODE <string>HAllumetteBed_mesh</strin... Dec 3 2012, 5:33 PM
gspoutnik Does your match have a bone called 'emitter_bo... Dec 3 2012, 6:16 PM
primaveranz QUOTE (gspoutnik @ Dec 4 2012, 6:16 AM) D... Dec 3 2012, 8:03 PM
gspoutnik Yes my upper bone is now called "emitter_bone... Dec 3 2012, 8:32 PM
Nahton QUOTE (gspoutnik @ Dec 3 2012, 3:32 PM) Y... Dec 4 2012, 12:58 AM
Nahton More info:
Modders Workshop (MWS): How to set you... Dec 4 2012, 1:23 AM
gspoutnik I need to edit the template and add the code ... Dec 4 2012, 1:41 AM
Nahton QUOTE (gspoutnik @ Dec 3 2012, 8:41 PM) I... Dec 4 2012, 2:20 AM
gspoutnik thanks for all
it's 4:00am in france i'll ... Dec 4 2012, 3:21 AM
gspoutnik Hello
I just realize that the particles do not wor... Dec 4 2012, 12:00 PM
Ben_S QUOTE (gspoutnik @ Dec 4 2012, 12:00 PM) ... Dec 4 2012, 3:10 PM
Nahton That is strange unless you have a video card issue... Dec 4 2012, 1:39 PM
gspoutnik Système d'exploitation
MS Windows 7 Home P... Dec 4 2012, 5:37 PM
Ben_S In your addon rar you attached, AllumetteBed is se... Dec 4 2012, 3:31 PM
kv That will run moviestorm fine.
Load moviestorm th... Dec 5 2012, 5:10 PM
gspoutnik all is on for the shaders but only "weather e... Dec 5 2012, 5:30 PM
primaveranz QUOTE (gspoutnik @ Dec 6 2012, 5:30 AM) a... Dec 5 2012, 7:48 PM
Ben_S QUOTE (primaveranz @ Dec 5 2012, 7:48 PM)... Dec 5 2012, 11:31 PM![]() ![]() |