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Still frames in order of referenced comp timeline?

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Josh Legendre
Still frames in order of referenced comp timeline?
on Sep 28, 2017 at 8:13:20 pm

I don't know if this is possible exactly, but I'm wondering if there's a way for Particular to, similarly to Random Still Frames, play a frame per particle except rather than random, the particles are assigned in order of their position in the referenced comp's timeline? Like frame 1 would be the first particle emitted, frame 2 being the second, and so on. And to loop this, of course.
Thanks for the help!


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Neil Hammers
Re: Still frames in order of referenced comp timeline?
on Mar 22, 2018 at 1:11:14 am

With some limitations, possible: make emission rate equal to framerate and set particle's texture sampling to Current Time - Freeze. My wild guess is you can generate more than e.g. 25 unique particles per second, just need to squeeze more images into one frame in that Texture comp, therefore stretch/timeremap, and same for looping; increase emission rate accordingly. Setting the Emiter's Position Subframes to Exact(slow) also might be necessary.

Nh


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Josh Legendre
Re: Still frames in order of referenced comp timeline?
on Mar 22, 2018 at 5:17:41 pm

Ah, yes! That will be definitely worth a shot. Thanks!


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