Particle System Operators/render animated sprites: Difference between revisions

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(Created page with ";Render Animated Sprites :This render type renders the particle as a sprite, a simple quad. Depending on the .vmt parameters and renderer settings, this can be a camera facing s...")
 
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'''[[Generic Operator Options]]'''
'''[[Generic Render Operator Visibility Options]]'''





Revision as of 13:27, 1 August 2012

Render Animated Sprites
This render type renders the particle as a sprite, a simple quad. Depending on the .vmt parameters and renderer settings, this can be a camera facing sprite, a vertically, horizontally, or per-particle oriented sprite.


Generic Operator Options

Generic Render Operator Visibility Options


Animation Rate [float]
Determines the framerate of the animation sequence if the material has one. By default, 1.0 will map to playing the entire sequence length over 1 second.
Animation Fit Lifetime [bool]
If set, the animation will map to the lifespan of the particle (not currently functional)
Orientation Type [integer]
0 = Camera Facing
1 = Rotates on Vertical Axis but otherwise faces camera.
2 = Horizontal
3 = Per Particle Normal Orientation (requires material have $orientation 3 set)
Orientation Control Point [integer]
(not currently functional)
Second Sequence Animation Rate [float]
Determines the framerate of the second animation sequence if the material has one. By default, 1.0 will map to playing the entire sequence length over 1 second.
use animation rate as FPS [bool]
If set, treats the animation rate setting as Frames Per Second. Useful in combination with Lifetime from Sequence initializer to match framerates to lifespans.