Graphics Programs Reference
In-Depth Information
frame 67 (Figure 13.53). In the “Particles” button
- “Render” tab, untick “Emitter” and render the
scene (Figure 13.54).
Figure 13.54
Camera view
13.10 Keyed Particle Systems
So far we have looked at particle systems of “Type:
Emitter” with Newtonian physics. We will now con-
sider “Type: Emitter” with keyed physics, which we
call keyed particles. Keyed physics is a way of con-
trolling the movement of particles by directing them
from the original emitter object to a second object
and onto a third and subsequent objects. The flow
of particles may be used as an animation or used to
create a static image. The following procedure for set-
ting up a keyed system will demonstrate the principles
involved.
Open a new scene in Blender and delete the default
cube. Add three separate plane objects and position
them as shown in Figure 13.55. A simple way to do
this is to add one plane, then with the plane selected,
press Shift + the D key to duplicate it. The new plane
will be in grab mode (you'll see a white outline), so hit
the Y key to confine movement to the y -axis and drag
the new plane to one side. Click the mouse to exit grab
mode, and then repeat the process to add a third plane
(this time, hit the Z key to confine the third plane's
movement to the z -axis). Note that the first plane was
named “Plane” by Blender (you can see the names at
the lower left of the screen when an object is selected).
The second plane is named “Plane.001” and the third
“Plane.002.” Arrange the planes in the 3D window in
order of name—it will help later on.
Figure 13.55
Plane.002
Plane.001
Plane
Note: You can go to the properties window - “Ob-
ject Data” button and edit the name in the “Name”
box at the top of the window (Figure 13.56). You
could use any name you like; however, since the
planes are all identical, it's probably best to stay
with the “Plane” names.
Figure 13.56
Rename the object here if necessary.
 
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