Particle FX preview
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I'm running
1.8 ghz. AMD
512 MB. ram
212(something like that)MB NVIDIABut I have XP so it runs fast.
it might be sketchup or another plugin. -
Im running vista on a laptop with: 2ghz single core pentium celeron, 3gb RAM, 358MB Mobile Intel 965 Express Chipset. overall windows experience=3.1 on graphics. gaming graphics 3.3, processor 4.2, RAM 4.5, hard disk 5.2
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Uhh, I need the FPS
Anyway, from the looks of it, only Jav is having a problem (sorry mate). The particle system should work fine for most users!
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It is just wierd, I can run any SP model at more than 50 FPS and I run this one at less than 10 Frames Per Second. Also, the first time I play it, it is about 10 FPS, the seconds it is 5 FPS, then it is 2 FPS... It is slower
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Open up the ruby console and see if it is printing any errors.
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Can't post my fps! All I get is a constantly-generating "Webdialog is still dirty!"...
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@unknownuser said:
Can't post my fps! All I get is a constantly-generating "Webdialog is still dirty!"...
This error is caused by changing something in the UI and exiting before clicking (anywhere on the screen). Click somewhere and then X out.
Download and try again. -
@cphillips said:
Open up the ruby console and see if it is printing any errors.
It says something of 'warning'. I have just made a video of it.
Also, I get this (first time):Inspecting model for errors #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae593c8> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae593c8> #<MSketchyPhysics3;;SP3xBodyContext;0xae45b08> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae593c8> #<MSketchyPhysics3;;SP3xBodyContext;0xae45b08> #<MSketchyPhysics3;;SP3xBodyContext;0xae32230> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae1af38> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae1af38> #<MSketchyPhysics3;;SP3xBodyContext;0xae0dfc0> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae1af38> #<MSketchyPhysics3;;SP3xBodyContext;0xae0dfc0> #<MSketchyPhysics3;;SP3xBodyContext;0xae04ba0> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae1af38> #<MSketchyPhysics3;;SP3xBodyContext;0xae0dfc0> #<MSketchyPhysics3;;SP3xBodyContext;0xae04ba0> #<MSketchyPhysics3;;SP3xBodyContext;0xadf7bf8> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae1af38> #<MSketchyPhysics3;;SP3xBodyContext;0xae0dfc0> #<MSketchyPhysics3;;SP3xBodyContext;0xae04ba0> #<MSketchyPhysics3;;SP3xBodyContext;0xadf7bf8> #<MSketchyPhysics3;;SP3xBodyContext;0xadee7a8> #<MSketchyPhysics3;;SP3xBodyContext;0xae24328> #<MSketchyPhysics3;;SP3xBodyContext;0xae1af38> #<MSketchyPhysics3;;SP3xBodyContext;0xae0dfc0> #<MSketchyPhysics3;;SP3xBodyContext;0xae04ba0> #<MSketchyPhysics3;;SP3xBodyContext;0xadf7bf8> #<MSketchyPhysics3;;SP3xBodyContext;0xadee7a8> #<MSketchyPhysics3;;SP3xBodyContext;0xade5340> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae593c8> #<MSketchyPhysics3;;SP3xBodyContext;0xae45b08> #<MSketchyPhysics3;;SP3xBodyContext;0xae32230> #<MSketchyPhysics3;;SP3xBodyContext;0xadce3d8> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae593c8> #<MSketchyPhysics3;;SP3xBodyContext;0xae45b08> #<MSketchyPhysics3;;SP3xBodyContext;0xae32230> #<MSketchyPhysics3;;SP3xBodyContext;0xadce3d8> #<MSketchyPhysics3;;SP3xBodyContext;0xadbab60> #<MSketchyPhysics3;;SP3xBodyContext;0xae9b8c0> #<MSketchyPhysics3;;SP3xBodyContext;0xae80dd0> #<MSketchyPhysics3;;SP3xBodyContext;0xae6d138> #<MSketchyPhysics3;;SP3xBodyContext;0xae593c8> #<MSketchyPhysics3;;SP3xBodyContext;0xae45b08> #<MSketchyPhysics3;;SP3xBodyContext;0xae32230> #<MSketchyPhysics3;;SP3xBodyContext;0xadce3d8> #<MSketchyPhysics3;;SP3xBodyContext;0xadbab60> #<MSketchyPhysics3;;SP3xBodyContext;0xada72d0> initializing joint controllers ["Time", 1.815, "Frames", 20, "Fps", 11.0192837465565]
Note: Not exploding barrels
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Nothing unusual there, I'm getting the same stuff.
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What about this?
(eval);6; warning; already initialized constant ParticleStruct
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@javixp said:
What about this?
(eval);6; warning; already initialized constant ParticleStruct
I get that too. I don't know what could be wrong.
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ParticleStruct is the way I could attach variables to the particles. I guess it's not being removed between simulations, so when it's re-initialized in onstart, the sim throws up an error; it shouldn't affect the model.
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I could imagine that it will have great realism, when you apply a radial png texture to the round faces.
Just like this one:
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SU has problems display textured transparency, and it'd be hard to position the texture. Plus, they're actually simple spheres
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Ok, I thought it would be "face camera" circle components. But maybe it would be worth a try to replace the spheres by other geometry. The plugin has really great possibilities!
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Wacov, I'm not sure you have already devised this but I want to make sure. Can you code it to have the effects originate at a determined Point3D? Or code it so you can do something like this: SetEffect('smoke',[0,0,0])?
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The code in the demo lets you choose where you place it, among other things. Once I get the final thing done, it'll be:
createParticle([0,100,100])
Giving only a position will create a construction point. Giving a position and radius will create the default black smoke, and you'll also be able to copy a custom group, or (maybe) choose between a few presets. You'll have the option to make your own update code for the particles, which will be executed along with the normal code.
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could you possible have a direction for smoke and such? Like this createParticle([0,0,0],[10,10,10])
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If you mean give it a velocity, sure, that's shown in the demo. Once I get the custom update working, you'll be able to make them do pretty much whatever you want
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@wacov said:
If you mean give it a velocity, sure
Can you increase my FPS then?
It sounds pretty cool. Can you upload another .skp model to see if it runs faster?
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