The Emitter System is W3D's own particle system.
It is fully customizable and helps you to create some great special effects.
It designed to be very efficient with game engines, However, it
is ultimately up to the end user to be creative enough to come up with
ways to push that efficiency to the max and monitor the load that it takes
on the machine.
To Create a New Emitter:
Go to the Main Menu under Emitters >Create Emitter
The Emitter Properties box will pop open.
NOTE:
Hitting the "OK" button and closing
the Emitter Properties box without naming it or changing any properties
will make it inaccessible.
You wont be able to select or edit it. It is a good idea to name
your emitter before clicking the "OK" button.
ALSO
NOTE: If
you close the file or program, it will not ask you if you'd like to save
your work, it will just close the program.
You can avoid costly mistakes by
Exporting often. This saves your emitter so you can reopen it later.
Naming the emitter and exporting it are two different things, make sure
to do both.
NOTE:
Most of the emitter's properties are based on a global coordinate
system. Certain emitter properties are based on a local system and will
be noted. So unless otherwise noted, we are referring to a global
coordinate system.
NOTE:
You can type in negative (-) numerical values in most of the input fields
of the emitter properties. To do so, just
type the minus key in before typing a numerical value.
NOTE:
There is NO edit > undo for W3D. When
adjusting the properties of the emitter, It will save you some time to
remember the values of what your about to adjust in case you make a mistake
you can at least get back to the state at which it previously was.
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