Particle System Operators/render animated sprites: Difference between revisions
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;use animation rate as FPS [bool] | ;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. | :If set, treats the animation rate setting as Frames Per Second. Useful in combination with Lifetime from Sequence initializer to match framerates to lifespans. | ||
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[[Category: Particle System]] |
Revision as of 08:08, 16 June 2019
- 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 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.