Nah, They said there still is some bugs, And that they will be updating it, But Im taking this time to learn its system.
We should build up a knowledge base.
Emmitters: They
make the particles you see
Operators: They control what happens to it
after it is made
Initializers: They control what happens to each particle the moment it is created
To change the colour of your particle:
- Add the initializer "Random color"
- With the "color1" and "color2" selection things pick the colour you want - It will pick a random colour between the two colours so you can easily get a little variation into your effect
To make the colour change as time goes on:
- Add the operator "color fade" then use the colour selection thing to pick the colour you want it to end up
- Change the "fade_end_time" and "fade_start_time" as you see fit to get it changing as fast/slow as you want
- It seems like these can't be layered, it will use the "color fade" operator nearest the bottom of the list.
- To reverse put the fade colour as the starting point just set the start time to after the end time (the fade colour will appear at the start until the end time now) (this method looks like it can be used when you want it to go from a single colour to a random colour)
To make it move in a direction:
- Add the operator "Movement basic"
- Change "gravity" from 0 0 0 to what ever vector you want, the co-ords are in X Y Z and of course higher values make it move faster.
Making particles spawn in random locations:
- Add either a "position within box random" or a "position within sphere random" initializer
- For a sphere adjust the "distance_max" value to set it's size (distance_min will create a sphere in the middle where none will spawn)
- For a box use "min" and "max" to set it's area, think of these as XYZ co-ords of the boxes two outermost corners
Rotating:
- Add the "Rotation spin roll" operator
- Set the "spin_rate_degrees" to what you want
- I haven't managed to get this spinning clockwise yet?
"Lifespan decay" operator appears to be tied to the "emit continiously" emitter's "emmission rate" confirm/deny?
You can make a nice "rushing away" effect with the "random force" force generator, set the min force to -1000 -1000 -1000 and the max to 1000 1000 1000 and they all fly away from their starting poitn nicely.
This (reduced to 100 not 1000) and combined with "pull towards control point" forcegenerator (force 100, fall off 0 and controlpoint 40) makes a nice fire type effect, but I can't seem to move the control points, I really don't have them figured out at all.