Just checked out the update. It’s nice. It’s even easier to use now.
No problem here with #2. I’m pretty sure the examples you provided are more complex than the fgas Epic provides in Example Content.
I was just curious “how” they used “what” forces.
I tried your update for just about 30m and this is what I found:
So long as the particle is selected, it doesn’t matter what is selected before export now. It’ll produce a usable fga.
I exported with the following combinations of selected items and the same/identical fga data was exported:
-particles and bounds box
-particles, bounds box and camera
-particles, bounds box, camera, and a model with an armature and keyframes
On a sidenote, having set up the forces and the desired frame (in accordance with your recommendation in step “1” in the post above (-_o)), adding new objects and stuff to the scene thereafter (like the camera, model and whatnot), I HAD to make sure I clicked the “Update Data” button at the top of the FGA Tools menu. Failing to click Update Data will export nothing, and produce no error message (afaik).
So with that said, whenever I export I always
① Select the particles in the 3d viewport
② Click FGA Tools>Update Data
③ Click FGA Tools>Edit>Calculate (just for good measure)
That Distance >Blender Particle Edit mode sounds really cool. I’ll give it a whirl when I can. Thanks a lot for the hint!
One last question:
I’m not an animator, but I take it these static vector field data files are similar to say an extreme keyframe in an animation; where it’s only possible to capture one state of any given particle’s life.
Currently in Blender I have a vortex and a magnetism force influencing the particles. The strengths of the two work such that frame 0-30 shows the particles moving in place frantically, and then in frames 31-45 they all dissipate outward in a vortex motion.
Am I correct in thinking this type of particle effect where the particle has two dramatically different states cannot be captured using a static fga? Reading threads from last year it seems animated fgas still aren’t implemented.
Regardless, thanks to your tool I can easily do some cool stuff. Thanks again!