Particles?

Hiya,

I have a tight deadline and those particles are giving me a real bad time...

I have what seems like a very simple dynamic simulation of particles following an object, falling according to gravity and when they hit the ground they start a death event generation of more particles... I've only got 1 cloud to avoid all problems with rendering... the simulation works a treat my main problem is that the new particles being created on death event are not rendering... I have a new thick cloud of particles crashing through the camera which is just not there when rendering, while the first lot is... what am I doing wrong?

Also, how can I assign multiple particle types to the 1 emitter? The explosion has 3 (sparks, smoke and flames), but when I create particles from a selection I am stuck with only 1 particle type and can't seem to attach any more... I can have as many emitters per cloud but I'm stuck with the amount of particle types per emitter, even though they show up in my selection box when I create new ones (they're there, but I can only select one at a time, no more types will be added to the tree in the explorer)... anyone knows how to go about that?

Thanx heaps for your help...

This should help you out: "Multiple particle emitters with only one cloud tutorial" http://www.edharriss.com/tutorials/tutorial_xsi_particle_clouds/Multiple_particle_emitters.htmhttp://www.edharriss.com/tutorials/tutoria...le\_emitters.htm

Ed
XSI Videos, Classes, Tutorials, Tools, Shaders....
Available at:http://www.EdHarriss.comhttp://www.EdHarriss.com

Thankyou for your help and time M.Harriss, I had a look at it but it didn't help much unfortunately... that's what I was saying in my post, I don't have a problem with creating multiple emitters for the one cloud, but creating multiple particle types for the same emitter is what I can't seem to get... which seems strange because different modes (i.e creating explosion as opposed to creating particles) will give you 3 part. types for the one emitter... can't I assign this manually? I guess the only way around this is to either duplicate the same emitter as many times as I want particle types, or set up different passes and having to change the particles for each emitter every time... bummer... Does anyone have any work around?

My second lot of particles are still not rendering though... they're not really a 'second lot' per say as they are being generated by the first ones... this can be really frustrating... the dynamic simulation looks great, client loves the feel, but how am I to tell him that I'm going to have to change it because XSI just won't render them? :cry:

Thanx for any help at all...