| 07-17-2006, 04:25 PM | #1 |
After confusing my head over several hours with how I have to use this, I give it up, because otherwise I would have to jump out of the window... All I wanne do is that particles fly in one special direction, but all I get are directions like 90 degree and vertical ones, although I only want a horizontal one! I read this thread from extrarius many times, but I don't understand how they work at all *argh What I have at the moment is this: Code:
ParticleEmitter2 "BlizParticle01" {
ObjectId 1,
Unshaded,
static Speed 100,
static Variation 0.01,
static Latitude 0,
static Gravity 0,
Visibility 1 {
DontInterp,
130000: 1,
}
LifeSpan 0.7,
static EmissionRate 60,
static Width 120,
static Length 120,
Additive,
Rows 1,
Columns 1,
Tail,
TailLength 1.3,
Time 0.5,
SegmentColor {
Color { 0.0588235, 0.631373, 0.992157 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {90, 100, 0},
ParticleScaling {15, 10, 5},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 5,
Rotation 2 {
Linear,
0: { 0, -0.924, 0, 0.924 },
130000: { 0, -0.924, 0, 0.924 },
}
}and I need particles that come from the north-east and go to the south-west... What values do I have to use for the rotation??? I'm just missing numbers and that is what makes me so angry, I can't find the right ones!! Please please help... ![]() |
| 07-17-2006, 04:48 PM | #2 |
Code:
Q56. How do I convert a rotation axis and angle to a quaternion?
----------------------------------------------------------------
Given the rotation axis and angle, the following algorithm may be
used to generate a quaternion:
------------------------------------------------
sin_a = sin( angle / 2 )
cos_a = cos( angle / 2 )
q -> x = axis -> x * sin_a
q -> y = axis -> y * sin_a
q -> z = axis -> z * sin_a
q -> w = cos_a
quaternion_normalise( q );
------------------------------------------------
It is necessary to normalise the quaternion in case any values are
very close to zero.hope it will help you if you manage to get the needed values |
| 07-17-2006, 04:51 PM | #3 |
Perhaps a program such as Milkshape to dummy the rotation, export, and copy the key values into your emitter? |
| 07-17-2006, 07:03 PM | #4 | |
@Jacek The formula on how to count the values was also in the linked thread: Quote:
My problem IS that I need values for X,Y,Z and W and the angle. By the way, what exactly are those values stand for? If I would want to rotate in a horizontal plane, then I would use the Z-axis right? And for vertical I would use the X- or Y-axis... but what is this W??? I have no idea what that is?? So figuring out the angle and the right axis (as 1) will become almost impossible... I seriously need an explanation! @ Rao_Dao_Zao Hmm, but how do I creat a particle in Milkshape... Never tried that... EDIT: Oh, well, I have read that this is a little higher math: 1. the reals 2. the complex 3. the quaternion And I only know of the reals... Then, if noone else knows about them, I will have no other chance than to "play" arround... EDIT2: OH MY GOD!!!! It works!! yay!!! Oinkerwinkle is the man who showed it and helped out with a very nice tool! +rep, thx a lot! |
