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 "How to make fairy dust follow a hand?"

3D Studio Max specific
 

There are several ways to create the dust and make it follow the hand (or any other object.)

For a start you can simply can bind a particle system to the hand so it follows its movement and then add a glow to the particle system.

For the "fairy dust effect" you might want to check out Illusion by impulse, it's a stand alone post processing tool very suitable for this kind of effect. It's quite fast, and pretty inexpensive. Get a demo/buy it here (http://www.coolfun.com/illusion).

To set up the emitter you might want to try this:

Create a Particle emitter and choose facing particles. Set a low velocity, near zero gravity, don't inherit motion. Make a nice black and white star shape (or a disc or what ever suits your needs) and use it for an opacity map and diffuse map. Rotate both of them on the z-axis over time add a glow if you like.

You also may need to look at the subframe sampling. Sometimes it seems when you put a particle spray to motion you have to uncheck the creation time box or the particles will start in front of the emitter which can be very annoying.

For a more sophisticated fairy dust use the PArray particle emitter. This allows you to have the geometry emit particles from their vertices.

Create the PArray then choose "Pick Object" and pick the hand. However, be careful, you'll probably want to initially select the whole hand as the object, and then go into the hand sub-object mode and select the vertices of the palm and then go directly back up the stack to the PArray emitter while still in sub-object mode to select the object again, only this time it will select only those vertices previously selected.

Go into the settings of the PArray and the Particle Motion roll out. There should be a setting to make the particles flow along the motion of movement. This is sweet once all the settings are tweaked. Look in the Help file if you have trouble. Oh yeah, you can add a gravity space warp and assign it to the particles if you wan them to flow in an arc before disappearing. Otherwise they should just float straight out and die.

 
 
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