Particle FX preview
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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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@javixp said:
@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?
You might want to check your video settings and make sure that you have Hardware acceleration turned on. Also maybe update your video drivers.
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