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Particle emitter positon and rotation

11-16-2003, 11:38 PM#1
Daro
How can I make a particle emitter face the way I want it to, from where I want it to? I'm hoping to have it inherit its rotation/position from the parent joint, but it doesn't seem to do that at all. As of now, I have the pivot point for the particle emitter directly on top of the parent.

I do have the parent value set correctly.

It would also be fine with me if I could just specify the position (I know how to do that) and rotation of a particle emitter, completely ignoring/not having any parent joint.

Thanks for any help.
11-17-2003, 03:37 AM#2
Ari
you specify the orientation of an emitter exactly as you would a bone. It takes the "rotations" parameter. You either enter the values manually (search the forums for "quaternion" to find out more about that) or use 3dmax to do it.
11-17-2003, 03:30 PM#3
Magos
Quote:
Originally posted by Ari
you specify the orientation of an emitter exactly as you would a bone. It takes the "rotations" parameter. You either enter the values manually (search the forums for "quaternion" to find out more about that) or use 3dmax to do it.

Are tou sure about this, or is it just guesses? It says in the docs that emitters have default rotations and thus have to be palced in the top view for the visuals (in 3dsm) to show properly.
11-17-2003, 05:06 PM#4
Ari
I h ave yet to use the art tools, so I cannot say how you would use them or 3dmax to rotate emitters, but I can tell you with certainty that emitters are rotatable using the same mdl-syntax that bones (and attachments and helpers, etc) use. To see an example, use yobgul's converter on the flame trap doodad, whcih is an example of an emitter rotated 90 degrees so that it faces horizontally.