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Positioning Particles in Animator (FIXED)

Positioning Particles in Animator (FIXED)

Postby CreativeOcclusion » 29 May 2016, 05:23

[1] When running in the Animate Scene mode and trying to position particles, the Gizmo is giant sized...This can be fixed by reducing the size of the Gizmo in the scene settings...But, the Gizmo has to be resized again when back in the editor...

[2] When in animate scene mode and trying to position particles, The X and the Z movements are backwards on the Gizmo...The Y is correct...This really takes some getting used to...

If at all possible, please add these 2 items to the Need to be Fixed List....Thanks...
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Re: Positioning Particles in Animator

Postby SolarPortal » 29 May 2016, 12:02

Which type of entity is this? Model type with a particle action( skyParticle or PU ), or is this is the older particle entity that doesn't use an entity?

Does it happen all the time or a one off?
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 29 May 2016, 19:36

I right click...Model...Empty Node...Then Add action...Effect...Effect Sky Particle...Then I add my skyParticle in this action...Is this the wrong way to do it?...There is not much info on particles except for particle universe...It is weird that the direction is reversed on the Gizmo though...

It does happen all the time with this process...
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Re: Positioning Particles in Animator

Postby SolarPortal » 29 May 2016, 21:43

I have tried to replicate but do not get the same results. This is on the dev version so i will try it on the public version soon.

Empty Particles are ok to use, but they cannot be duplicated atm. We tend to use a Model emitter and set an invisible material, not the most ideal, but it works very well :)
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 29 May 2016, 21:54

SolarPortal wrote:I have tried to replicate but do not get the same results. This is on the dev version so i will try it on the public version soon.

Empty Particles are ok to use, but they cannot be duplicated atm. We tend to use a Model emitter and set an invisible material, not the most ideal, but it works very well :)


I am assuming that this is the same as Model-Default?
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Re: Positioning Particles in Animator

Postby SolarPortal » 29 May 2016, 22:08

yes, thats right :)
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 30 May 2016, 02:11

Thanks
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 30 May 2016, 02:19

In a new scene, both methods work properly...But in Tunnels of Tarkus, the X and Z are backwards...Crazy :? ...I guess it's on my end and not a bug....I will just work with the backward controls...It's a challenge..HaHa :lol:
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Re: Positioning Particles in Animator

Postby TattieBoJangle » 30 May 2016, 07:00

I also gave it a test and could not duplicate the error but I did a video to see if we are missing any steps.

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Re: Positioning Particles in Animator

Postby SolarPortal » 30 May 2016, 11:09

Thanks for the input tattie.

I wonder what is causing it. Gizmo scales are stored in the scene and the gizmo itself never flips or reverses direction :)
Are you using the 3 Way gizmo or the 1 Way gizmo?
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 30 May 2016, 18:41

Here is a video I made...This is a new scene...I am using a prefab with a particle attached to a empty node model...I have tried the non prefab with empty node and with default model...I get same results with all...I have found no way to change gizmo or see what type of gizmo I am using...I assume it is the 3-way...

In the video the Y works correct, but X and Z are backwards...The gizmo is huge...If I use the defaault scene with the green grass everything works perfect...The only difference would be the lighting...

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Re: Positioning Particles in Animator

Postby SolarPortal » 30 May 2016, 20:42

I see now, you are animating while you have the FPS camera active. I believe when the FPS is added into the scene, the FPCamera takes over and the gizmo is made for the editorcamera to track.

I might be able to replicate this :)
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 30 May 2016, 20:46

SolarPortal wrote:I see now, you are animating while you have the FPS camera active. I believe when the FPS is added into the scene, the FPCamera takes over and the gizmo is made for the editorcamera to track.

I might be able to replicate this :)


Thanks...I thought I was going crazy....Or more crazy :mrgreen:
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Re: Positioning Particles in Animator

Postby SolarPortal » 30 May 2016, 20:49

seeing what i can do about it :)

Edit: I believe it happens because the FPCamera is attached to the entity creating a different axis of rotation.
I don't think this is fixable very quickly.

When building particles for large levels with second cameras, we tend to save a scene that we can work on the effects with and add them to the scene later :)
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 31 May 2016, 00:34

When building particles for large levels with second cameras, we tend to save a scene that we can work on the effects with and add them to the scene later


Yes I made the particle in the default scene and made a prefab....Then I drag this prefab into MY-Scene and position it...This is where the problem of positioning comes in....This is not a major problem, It just takes a lot of time to position them when gizmo works backwards...It seems odd that when editing the scene I should be using the editor camera only...And not anything to do with the FPS camera that I have in for the game...This is OK...Just odd...Thanks
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Re: Positioning Particles in Animator

Postby SolarPortal » 31 May 2016, 13:06

I haven't given up on fixing it yet, but it will take a small rewrite of the gizmo class to get to work effectively with all cameras :)
As you say it is odd and you shouldn't have to deal with it lol :P
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Re: Positioning Particles in Animator

Postby SolarPortal » 01 Jun 2016, 13:13

It appears disabling the action actually does work.

Click on the FPS Player > goto properties > First Person Camera > Set "FPC Enabled" to unchecked or false.

Then you can position a particle, be careful though as i have discovered a bug that causes a crash if you select the FPS character while in animate mode... which is weird... :P
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Re: Positioning Particles in Animator

Postby CreativeOcclusion » 01 Jun 2016, 16:00

Click on the FPS Player > goto properties > First Person Camera > Set "FPC Enabled" to unchecked or false.


WoW!...I did not think of doing that...Thanks...CO
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