TX/Tutorials and Guides/Editors/ParticleEffectEditor
From TDN
Particle Effect Editor
Particle Effect Rollout
Description
Adjusts basic properties of a particle effect scene object, not the actual particles and effect pattern.
Usage
The Particle Effect properties are only visible when a particle effect scene object is selected in the viewport.
Load Effect: Opens a browse dialog box to locate and load an existing particle effect (*.eff) file.
Save Effect: Opens a save dialog box and accepts a new file name to save the selected particle effect.
Effect Mode: Selects the lifecycle mode for the particle effect. The Infinite mode plays the effect endlessly. The Cycle mode plays the effect over a fixed period of time and the resets automatically. The Kill mode plays the effect only once over a fixed period of time, then removes the effect from the scene. The Stop effect mode functions in the same manner as the Kill effect mode, but does not remove the effect object from the scene.
Restart Effect: Restarts the particle effect’s timeline, effectively taking it back to the point of the effect’s initial creation.
Emitter: Groups together all of the emitters that make up the selected particle effect. For complex and visually stunning particle effects, you will often use more than one emitter.
Emitter Rollout
Description
Torque X Builder includes a very powerful and very flexible particle effects editor. It can be used to create amazing commercial-quality visual effects, such as explosions, smoke, sparkles, etc.
Usage
To add a particle effect to your scene, drag a New Particle Effect from the Create pane into the viewport. The default particle effect already has a single emitter attached, but it doesn't have a material associated with it. You can select a material by clicking on the rollout labeled Emitter - UntitledEmitter and then selecting a material from the Material dropdown list. You can add additional emitters to this effect by typing an emitter name in the Create Emitter field and then clicking the green add button
Type: Tells an emitter where to create the individual particles. When set to Point, particles will emit from the center of the particle effect object. When set to LineX, particles emit from a horizontal line through the center of the effect object. Similarly, when set to LineY, particles will emit from a vertical line. And when Type is set to Area, particles are emitted from the entire area of the effect object.
Orientation: Defines the angle particles are emitted at. When set to Aligned, particles are emitted at the same angle that the emitter is rotated to. When set to Fixed, particles are emitted at a constant angle, no matter the emitter's rotation. The constant angle is set in the Fixed Angle property. And when set to Random, particles emit at random angles.
Pivot: Defines the local point on the particles to rotate around. The X and Y values range between 0 and 1.
Fixed Aspect: When checked, any changes to width of a particle will also change height of the particle. If turned off, then the X and Y dimensions must be sized separately.
Fixed Area Aspect: When checked, the Area emitters will use the X dimension of the emitter to determine both horizontal and vertical size. When unchecked, the horizontal and vertical emitter size can be changed separately.
Single Particle: When checked, the emitter will release only one single particle. This is useful for several effects, as well as testing certain properties.
Attach Position: When checked, individual particles will follow the emitter as it moves. Otherwise, particles will function as dictated by the emitter graphs.
Attach Rotation: When checked, individual particles will rotate with the emitter. Otherwise, they will function as dictated by the emitter graphs.
Rotate Emission: When checked, the emitter is aligned with the effect object. This can be used to create jet trails and similar effects.
First in Front: When checked, the oldest particles will be rendered on top of the newer ones, Otherwise, new particles are rendered on top.




