Graphics Reference
In-Depth Information
trip to the Ipo Editor and an upward move of the Z position Ipo curve will remedy the situation, as shown
in Figure 14.37.
As the rigid body simulation is baked directly into animation Ipos, there is no need to collect any external
fi les for rendering. The solution is entirely portable without any additional effort on your part.
LocZ Curve moves up
Figure 14.37 Moving the Z-position curve up
Particles
Particle systems are a large enough topic that they can't be covered in a single chapter, let alone a tiny section
of a single chapter. With all of the great new functionality found in the particle system overhaul that Blender
received in version 2.46, the situation is even “worse.” For that reason, we'll just go over the two main uses
of particle systems in animation production: fi re/smoke, and what I call, “Bits o' Stuff.” The Strand aspect of
Blender's particle systems—which includes hair, fur, and grass—is found in the next section.
Fire and Smoke
Let's pretend for a moment that instead of ending peacefully, the battle between the Beast and the dog had
escalated even further, resulting in a small statuette being hurled through the TV screen. The desired effect is
the one seen in Figure 14.38: a television with a large hole in the center, coughing up smoke. The key to this
Search WWH ::




Custom Search