Thanx to all… now, for questions & comments…
To leav trails… Well I didn’t care because camera is very low, but I think yhat can be done two ways:
1 - Only texture - have a texture with the footprint appear
2 - more sophistuicate. Make two meshes, the untouched land and the stomp. Stomp is of course hidden by the first. Have the Alpha of the first drop down abruptly while the foot creates the stomp… voilà (this is French )
You are perfectly right… and bullet case too falls too slowly… Well… I can try to do better… or try to fool you saying that GiNO is on a low gravity asteroid (with atmosphere :o ) That’s why he’s so slow in movements 8)
Hehe… very simple… you place an extremely small plane within the gun, with the normal in the right direction. YOu make a particle emitter with a start and an end for emission… and FEWER particles than that interval is long.
I made 1 particle every 3 frame (this is 25/3 about 8 rounds per sec. fairly realistic) with the maximum possible NORM and zero RAND It took me more time to have the shells ejected randomly…
Real awful thing was to have emitters move sincronously with gun, since Armatures doesn’t wor like you expect with particle emitters (a, yes, some smoke here and there)
It gives GiNO a greater stability while firing, so accuracy is greately enhanced 8)
Mmmmm… must re-view first jump… red flashes? The one on sensor tentacles are single vertexes with star halo. The one beyond the nose grid is a moving blend texture, the muzzle flashes (which are orange, actually) are single vertexes halos AND sincronized lamps.
Thanx again for commenting