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Blender 2.6 Bug Tracker: Browse
[#26493] Particle system animates incorrectly when emitting mesh is parented
Date:
2011-03-13 22:39
Priority:
3
State:
Closed
Submitted by:
Allan Liddle (
anymation
)
Assigned to:
Janne Karhu (jhk)
Category:
Animation system
Status:
Fixed / Closed
Relates to:
Duplicates:
Patches:
Summary:
Particle system animates incorrectly when emitting mesh is parented
Detailed description
When you have an fast-moving, animated mesh emitter, the emission is faulty when the emitting mesh is parented to something else (in this case a bone).
I am able to replicate it under the following circumstances:
* The object must be fast-moving
* IF:
o The object itself is keyed, it emits a relatively steady stream of particles
o If it is parented to something else (in my case the bone of an armature), it emits a burst of particles at single-frame intervals.
I.e., the particle is not a steady stream.
Please see attached file. Just open it and animate or step through it. Look at difference between the emission of the two planes (same particle parameters)
********************************************SYSTEM INFO****************************************************
===========
=Environment=
===========
Linux 10.04
Dual Core Intel Processor: 3.6GHz
3.2GB RAM
============================================
= Blender 2.56 (sub 0) System Information =
============================================
Blender:
============================================
version 2.56 (sub 0), revision 34074. Release
build date: 2011-01-04, 18:38:47
platform: Linux:32bit
binary path: /home/allan/Applications/Blender_2.56a_Beta/blender-2.56a-beta-linux-glibc27-i686/blender
build cflags: -pipe -funsigned-char -fno-strict-aliasing -pipe -fPIC -funsigned-char -fno-strict-aliasing -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp -O2 -O2 -DXP_UNIX -fopenmp
build cxxflags: -pipe -fPIC -funsigned-char -fno-strict-aliasing -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp -pipe -funsigned-char -fno-strict-aliasing -fopenmp -O2 -DXP_UNIX -fopenmp
build linkflags: -pthread -static-libgcc -L../staticlibs
build system: SCons
Python:
============================================
version: 3.1.2 (r312:79147, Nov 6 2010, 16:45:41)
[GCC 4.2.4 (Debian 4.2.4-6)]
OpenGL
============================================
renderer: GeForce 9500 GT/PCI/SSE2
vendor: NVIDIA Corporation
version: 3.2.0 NVIDIA 195.36.24
Followup
Message
Date
: 2011-03-14 18:46
Sender
:
Janne Karhu
This issue is already on the todo-list. Currently there are problems with pretty much any kind of non-simple emitter animation. I have some thoughts on how this can be fixed, but some point cache code needs to be updated first. So rest assured this issue will be handled sooner or later, but I'll close this report for now.
Date
: 2011-03-20 10:18
Sender
:
Allan Liddle
Based on the response I got at Blenderartists before and since I logged this as a bug, there seems to be a few of us who need this functionality to work. Without it, one cannot make a basic rocket (with the fire & smoke generating particle mesh parented to the rocket).
Any idea when we may expect this? I have a commercial project where I will definitely need this!
Regards,
Allan
Date
: 2011-03-20 13:20
Sender
:
Janne Karhu
I have this now at the top of my todo-list and I'll try to get this working before the upcoming release!
Date
: 2011-03-21 09:47
Sender
:
Janne Karhu
I've now committed a partial fix in r35660. Now the particle emission works correctly for emitters parented directly to the object when the parent object is animated. However emitters parented to object data (armature, vertex parent etc..) can't yet work properly as this would mean the object data would have to be recalculated fully for each particle and particle emission would become really slow.
I closed this as a todo-item previously as this is not really a proper fix, but I also know that this will at least work for the rocket case. A better fix, which can handle changing object data properly too will need the modifications in point cache code, so that will have to wait.
Date
: 2011-03-21 10:30
Sender
:
Allan Liddle
Thanks a lot, Janne. I suppose it won't work for the situation where the emitter is parented to a rocket... which is parented to a bone or path than?
I.e. does it only work for an emitter parented to an object, who is the "master"?
(PS: I tried to thank you for moving it to the top of your to-do list yesterday, but the system kept on logging me out automatically...)
Date
: 2011-03-21 12:24
Sender
:
Janne Karhu
Yes, using a bone as the parent won't work currently, but setting a "follow path" constraint on the emitter should work properly, so animation along a path is possible.
Attached Files:
Name
Date
Download
ParticleBurst5.blend
2011-03-13 22:39
Download
Changes:
Field
Old Value
Date
By
Status
Todo / Closed
2011-03-21 09:47
jhk
status_id
Open
2011-03-14 18:46
jhk
close_date
None
2011-03-14 18:46
jhk
Status
Investigate
2011-03-14 18:46
jhk
assigned_to
none
2011-03-14 14:09
ton
Status
New
2011-03-14 14:09
ton
File Added
15391: ParticleBurst5.blend
2011-03-13 22:39
anymation