missile avi

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missile avi // Work in Progress

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Post by frootee // Jul 24, 2006, 4:22pm

frootee
Total Posts: 2667
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Hi everyone. I have posted a WIP on my web page:


http://home.comcast.net/~frootee/


the web page is ultra basic at this point; so is the animation, but hey, it's a WIP!


I used pyrocluster for the smoke trail. The PC settings are: Hazy, with AutoTransCorrection off. Something simple for now.


Please let me know what you think.


Frootee

Post by LazeeGazzz // Jul 25, 2006, 1:29am

LazeeGazzz
Total Posts: 55
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That missile test launch looks really promising Frootee. A longer-range missile with a mile-long vapour trail gently dispersing would look even better. Is trueParticles capable of that sort of effect? I don't have Pyrocluster.Keep 'em coming.

Post by frootee // Jul 25, 2006, 8:14am

frootee
Total Posts: 2667
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hi there lazeegaaz. Thanks for the input! I just started working on this this weekend. I plan to do much more with it. I was trying to get the timing, number, and dispersion of particles correct with the missile release. I still see a little off-timing there though. Plus, there's a single-fram puff of smoke near the end. I can probably fix that by selecting a new seed number in the trueparticles interface. You probably could do this by just using trueparticles. I used a trueparticles emitter, with a pyrocluster object; not the builtin pyrocluster particle system. For trueparticles alone, you may want to use either spheres, or metaparticles, which grow slightly over time, then fade out. And also, select a cloudlike texture that is animated over time. Also, probably set the rotation of each particle to a low value, to look like rolling smoke. If you use the bubbles selection from the Menu option, you can make this look like a torpedo instead of a missile. :)


Frootee

Post by chrono // Jul 26, 2006, 10:23am

chrono
Total Posts: 0
I've done similar missile exhaust tests in 6.6 with trueParticles, so I'm familiar with the subject.


Coupla things you need to work on cloud formation-wise:


- Ignition. You need to have the exhaust to explode out and behind the object, so the cloud will act like a small bomb with the center being fastest. The bomb effect really isn't that large a factor but you do need to have the exhaust rushing out.


- Movement. Since the exhaust is rushing out propelling the object the exhaust must look like it's coming out of the object and not just following along. Also a small rolling effect in the cloud is a needed touch.


- Expansion. Remember that the exhaust expands after it leaves the object to sometimes several times the objects size for many times the objects length.


- Expansion 2. The exhausts diffusion length depends on whether the altitude is high or low. Higher it stays longer, but when it's low it disperses fairly quickly. And don't use the space shuttle or any other space vehicle launch as an example since they have different principals at work and are only good for ground launched materials.


If you use Googles Video BETA you'll see several examples. :)


Overall it's a solid start and it needs dozens of tweaks.

Post by frootee // Jul 27, 2006, 3:34am

frootee
Total Posts: 2667
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Cool, Thanks Chrono. That gives me a lot to think about.

As far as motion, I think I will try experimenting with the truespace physics engine, rather than just simple keyframing. For expansion and smoke rotation, I believe I can achieve that with the trueparticles options.


Thanks again,


Frootee
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