Why parenting particle emitter to a bone wont work?

I am working on making my character emit particles from a specific part of his body. Yet when I parent the emitter to the bone that controls the movement of the emitter, ie the emitter follows rotLoc of bone, the particles emit only from where the last calculation was made.

I am curious as to why the particles won’t follow the emitter. When I parent an emitter to a path the particles move accordingly.

Anyone know how to get this to work? Any help would be greatly appreciated! :slight_smile:

THe answer has been given at least twice on this forum :slight_smile:

Particles, IPOs etc. are precalculated
Armatures are calculated at each frame.

THis means that the emitter follows the bones but the particles ‘have already been emitted’ from first to last in the emitter original position…

Stefano

Oh crap!! I’m sorry. Forgot to search before I posted. :expressionless: Damn I’m embarrassed. And it was a question that you had posted originally. I’ll be better behaved in the future!

Particles, IPOs etc. are precalculated
Armatures are calculated at each frame.

I hope this can be “fixed” soon, maybe with the (will it ever be done!) physics system.

While naturally its faster to be pre-calculated, look at ENVMAPs. They would be useless for animation if they were only static. It significantly limits the use of particles now that armatures are so important. For example, sounds like particle-hair would be flopping like a bad “rug” on a string! Firing a weapon in an amartured hand would have to be held motionless or the fire/bullet would appear out of nowhere.

I’m sure someone has thought about the equivalent of the ENVMAP ANIM button, but… (“I didn’t do a search on this either” disclaimer)

Apparently we’re now (2.28a) able to use the command ‘buildParts()’ in the ScriptBottons by ‘add new’ with framechange selected. It’s a part of the new pythonAPI, but I couldn’t get it (don’t understand how to get it) to work.

Also the flaw with this, even if I got it to work, is that if you calculate the particles at every frame you just don’t get the sort of ‘sweeping tail’ that you would get by parenting an emitter to a path. I even tested it by recalculaing each frame by hand, and rendering the TGAs as an AVI.

I read somewhere that Ton hacked in the particles very early in Blender’s developement, and they haven’t been touched since.

I think I see what you mean there.

Well, there’s plenty of suggestions and inspiration out there if some hot coder gets the itch. It’s a long way from my COBOL sales tax calculations, I’m getting too old for this stuff :frowning: