| PFlow guided
Missle Align a pflow source to your deployment system.
Turn off the logo.
Link the emitter to the missile deployer.
Name your source
and open particle view ...
Right click
to rename event 1:
Birth settings, to
emit 4 missile particles:
Display set to geometry:
Replace by
dragging position icon over
position object. Let go when a red line appears.
Set yourself up and
link to the fuselage 4 little missile racks. Select the face at the
front of each one before you exit the poly subobject
level. this will be used to emit particles.
Add the objects.
Make sure inherit Emitter Movement in ON. Set to selected faces.
Each missile rack
needs a unique seed so they don’t all look the same:
What will be the
SPEED of these 4 missiles? 1200,
with a variation of 24 ...
along the direction of the emitter, along
icon arrow.
Next we need to create
and instance the missiles. Replace Shape01 with Shape Instance.
As you can see there
are options for scaling, randomize size, etc. Here we want the object
to stay one size. Acquire mapping and
material should stay on. Make and
pick your missile. You can then hide it if you want.
Cool tip. We aren’t
doing it here, but you can cycle multiple instanced
geometry here, for example, shooting our all kinds of things,
not just one object. Top viewport
... scrub forward to frame 32
... you can see a missile is already being emitted [backwards] ... you
can also see the source missile we are going to hide.
Fix that
here ... Y 90 degrees, speed
space follow. to orient to direction of travel.
Find Target Add a find target
and make these settings. Acceleration limit is how fast the missile
can go when it has to change direction to follow a moving target.
A find target icon will appear:
Add mesh targets:
Turn on: Follow Target Animation and Lock on Target Object Point and object
should be random.
Docking direction
None, seed 10739. This seed might be adjust
later.
As of this
point, if you scrub animation, the missiles are finding [then by-passing]
their targets.
Tip – if you lose
your operator list, select depot:
Spawn test OK.Add a Spawn test [not speed
test.] Travel by Distance Step size 3.0 This
spaces out the rate at which missiles are launched. Offspring 1 [one
particle spawned per spawn in this case]
More on spawn speed
settings ... you system might start slowing down now ... avoid entering
high numbers.
Uniqueness 9227:
Turn off the particle
system for now to avoid
a performance slow-down:
Force operator Now the spawned particles
are the same as the missles. We need to change
that. Add Force and add Display directly to the depot background:
Right click/rename
it missile smoke trails:
Create, then add,
the forces Drag and
Wind! Remember this is to influence the smoke trails, not the missiles
themselves.
Your display settings,
Dots and a color of your choosing:
Add a delete, so the particles disappear ... if you do not set this, not particles will not appear -- by default they are all deleted!
Set up your perspective
view to see everything and Ctrl C to make
a camera. We need to set up
the smoke with facing particles that always turn towards a camera viewport. Hit the
none button and then you must hit
H and select the camera. In world space = 5.0
Shape Facing Uniqueness ...
Currently all particles
for the smoke trails are set to the same size. We can improve this
by animating the scale factor. Add a scale operator. Relative first, constrain
proportions.
Scale Uniqueness:
The smoke particles
will last 120 frames. Display set to Geometry:
Time configuration,
set animation to 200 frames.
Auto key on, go to frame 120.
Type
in 200.
Auto Key OFF!
Scale Variation 10, sync by particle age.
Connect the smoke trails to the 4 missiles:
Let’s take a look.
Turn the little light back on to re-activate the particle system.
Here we are at frame
32. the smoke trails rise up as you exit the launch bays.
The scaling keys
are too linear. Time for the Curve
Editor. Rights click scale factor spinner settings:
Change frame
120 key to FAST In interpolation:
Change keyframe
1 to Fast In and Fast Out:
Repeat for all 3
axes. Material for the smoke First let’s make
the material for smoke.
The gradient and particle age
materials are set to defaults:
Back to Particle Flow: Add a material dynamic
operator. Let’s browse for
a material. Hit none.
Find our smoke mat:
Here’s a
quick render. Tip—set up your camera
to 200mm to get a close view:
Next we need to set
up the impact of the missiles with their targets and the spawning of
the explosions. |