01-28-2008, 06:01 PM
if you post on cgfluids , youll get proper professionnal answers..
- atach ? you can link them to a parent that has an Attachment controller on it .. that will keep your animation per object intact while still following the movement of another object.. thats 1 way .. their is just alot of ways..
- Write a script .. i have my own for doing that ( somewhere deep in my drive backups ) .. the script can basicly create FFx Source instances , pick in each one an object array of your selection , randomize fume values and add them to the grid ( that part in earlier ffx version had to be done manually if i remember right..) ..
cheers,
I have seen soo much posts on cgtalk that give wrong ideas as of the real behaviors .. Some allan mckay wrong tutorials or some Chineese Fume Fx dvds that are showing that smoke quality = 9 is the best way to get nice smoke from fume Witch is also fundementally wrong ..i would stick to the official FFx Suport forum ( right here) or Cgfluids for getting your questions well answered..
my 2 cents..
- atach ? you can link them to a parent that has an Attachment controller on it .. that will keep your animation per object intact while still following the movement of another object.. thats 1 way .. their is just alot of ways..
- Write a script .. i have my own for doing that ( somewhere deep in my drive backups ) .. the script can basicly create FFx Source instances , pick in each one an object array of your selection , randomize fume values and add them to the grid ( that part in earlier ffx version had to be done manually if i remember right..) ..
cheers,
I have seen soo much posts on cgtalk that give wrong ideas as of the real behaviors .. Some allan mckay wrong tutorials or some Chineese Fume Fx dvds that are showing that smoke quality = 9 is the best way to get nice smoke from fume Witch is also fundementally wrong ..i would stick to the official FFx Suport forum ( right here) or Cgfluids for getting your questions well answered..
my 2 cents..
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