The full anme file and a movie is now posted here.
http://web.me.com/richardhookway/Site/A ... stuff.html
There appears to be no problem at the beginning of the project. The point when it becomes possible to view the problem is around 600 frames, as the mice are leaving.
It is during faster action that the effect is most prominent but the gaps appear much less than every 24 frames.
Inconsistent particles.
Moderators: Víctor Paredes, Belgarath, slowtiger
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- Posts: 35
- Joined: Wed Jun 18, 2008 8:51 am
Yes the last bit at the end. It is most noticeable with the last two mice furthest away. They have to travel much faster in a longer distance in a shorter time frame to go off screen.
The gaps appear shorter than 24 frames but they are emitted in "clumps" based on the velocity. I think that the mouse moves faster than the velocity. You need to find the balance between distance moved and the velocity of the particle layer.
You probably need to have an "alternate" particle layer just for those two mice. The others look fine to me. I did a test that worked pretty well. Rather than posting it I will just tell you the numbers I used that seemed to help a bit. I only fiddled with the LAST mouse. The one furthest away and ONLY for that last part when he zips off screen.
I tripled the particle velocity from 3 to 9. I also tripled the "velocity spread" from 2 to 6. What this did was to "spread out" the particles more over the longer and faster distance that the mouse travels. You could play with those numbers for the next closest mouse if you think you need to.
Since you can't key frame the velocity this will require a second particle layer. A duplicate with different velocity and velocity spread that is only turned on for that last bit. Just that last spot where they leave the screen.
-vern
The gaps appear shorter than 24 frames but they are emitted in "clumps" based on the velocity. I think that the mouse moves faster than the velocity. You need to find the balance between distance moved and the velocity of the particle layer.
You probably need to have an "alternate" particle layer just for those two mice. The others look fine to me. I did a test that worked pretty well. Rather than posting it I will just tell you the numbers I used that seemed to help a bit. I only fiddled with the LAST mouse. The one furthest away and ONLY for that last part when he zips off screen.
I tripled the particle velocity from 3 to 9. I also tripled the "velocity spread" from 2 to 6. What this did was to "spread out" the particles more over the longer and faster distance that the mouse travels. You could play with those numbers for the next closest mouse if you think you need to.
Since you can't key frame the velocity this will require a second particle layer. A duplicate with different velocity and velocity spread that is only turned on for that last bit. Just that last spot where they leave the screen.
-vern
Another thing I just noticed.
The last mouse does not move "up" in the direction of his "angle". So this kind of makes the particle gaps more noticeable. Small thing.
I found even better numbers:
Velocity: 9
Velocity spread: 8
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By the way.. this animation is absolutely wonderful!!!! I just LOVE it.
-vern
The last mouse does not move "up" in the direction of his "angle". So this kind of makes the particle gaps more noticeable. Small thing.
I found even better numbers:
Velocity: 9
Velocity spread: 8
------
By the way.. this animation is absolutely wonderful!!!! I just LOVE it.

-vern
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- Posts: 35
- Joined: Wed Jun 18, 2008 8:51 am
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- Posts: 35
- Joined: Wed Jun 18, 2008 8:51 am