Problem of using particle effect as sword trail effect

Problem of using particle effect as sword trail effect

Anonymous
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Message 1 of 4

Problem of using particle effect as sword trail effect

Anonymous
Not applicable

I don't want to use scripts because I know none of them,

so that I used particle effect to make sword trail effect.

And, sorry for my BAD English.

 

This video shows the current situation in details.

I used SuperSpray, used meshed objects as the particles themselves.

Then well then,

the particles WON'T rotate with emitter's current rotation when created as I expected.

In other words, to acquire emitter's current rotation as particles' instancing rotation, is expected.

My brain went dry after 3 hours of suffering and searching but end up achieving nothing, 

not Subframe Sampling>Emitter Rotation, not spinning, not nearly every options I've tried.

 

What do I supposed to do?

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Message 2 of 4

pyroskat
Advocate
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Why you dont want to use scripts? Most of them are free, and most of them are 1 or 2 buttons, so will take you 10 seconds to learn how they work:

 

Simple one:  http://www.scriptspot.com/3ds-max/scripts/swordtrail

More advanced: http://lastjedioutpost.ru/?l=en&p=ky_trail

 

The second one its free, but you get as well a pro version with even more features.

You can do as well this with particles, but will take you way longer.

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Message 3 of 4

Anonymous
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Eh, sorry about this, but I can't accept your solution.

Also apologize about the unclear details in the question, that is, I want to see the effects in ViewPort.

 

There are 2 reasons that I can't accept the solution.

 

The first reason is, the scripts you recommended... simple one contains NONE instructions to tell me what points, or exactly which certain types of objects, to pick; while the advanced one looks more like a "light trail" instead of a "sword trail", and it can only be simulated in RenderWindow.

 

Maybe I misclicked some options or didn't check some vital options? Maybe yes and that you can tell me how you use these scripts, I'll be appreciated, but please read the another reason first.

 

The second reason is, the core problem is: I want to assign the parameters of emitter's current xyz rotation to instanced particles' rotation, NOT moving direction. There's just a final step to the goal but I don't know how to do that exactly. And I'd like to see the effects in ViewPort.

 

That's all.

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Message 4 of 4

pyroskat
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Advocate

Well, the second one Im pretty sure you can adapt it to your needs.

If you want to do it with particles, I think with superspray you will be very limited. What is your level with pflow? You will need it to do some more advance stuff.

But then there is no build in solution in Max to mesh particles anyways, you get multiple scripts to create splines from  pflow for example like this one:

https://www.youtube.com/watch?v=oR_T5uROGKY

 

We did some FX for the bad guy in Justice League, the trails for his sword, and was a combination of TP/krakatoa/Frost. but as well, we needed to render those.

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