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Mmm Flaming Logo...

Discussion in 'Made With Unity' started by Jonathan Czeck, Jul 13, 2005.

  1. Jonathan Czeck

    Jonathan Czeck

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    Not going to use this exact effect, but Mesh Particle Emitter and friends + Your Logo = *Homer Drool Sound*

    The "Systematic" check box is good fun, too. One screenshot is with it, one without. I like the idea of our Graveck Face disappearing or appearing in a puff of smoke for some reason... might have to try that.

    I used Cheetah 3D to import my Illustrator file (worked great!), exported to obj, shaped it up a tad in Blender and dropped it in Unity.

    Maybe we should do a little animated logo mini contest/showcase here in Unity. :D

    -Jon
     

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  2. FreakSoftware

    FreakSoftware

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    Taaaasty.... I too would like to see it poof into smoke. That'd be neat.
     
  3. David-Helgason

    David-Helgason

    Moderator

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    You make this a web-player? I'd love to see this in action.
     
  4. DaveyJJ

    DaveyJJ

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    All us noobs bow to your skill and ability!
     
  5. guategeek_legacy

    guategeek_legacy

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    aarku is the master, thats sweet!!! Jeff
     
  6. Jonathan Czeck

    Jonathan Czeck

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    Guys.. guys... this isn't hard!

    Just take a cool object and add Mesh Particle Emitter, Particle Animator, and Particle Renderer to it. Then assign a material to the Particle Renderer component... you can use one of the built in flame materials.

    Then just play with the properties in the Emitter/Animator. For flames you'll want to add a force whatever is "upwards". That's in the Animator.

    You could even do it with a sphere, if you're too lazy to drop a 3D object into your Assets folder...

    Cheers,
    -Jon
     
  7. Jonathan Czeck

    Jonathan Czeck

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    Really easy, see?

    Here's a prefab.

    Flame on!

    -Jon

    p.s. Err.. maybe it'd be a good idea for someone to add .unityPackage to the allowable attachement extensions... zipping them again is a bit redundant :)
     

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  8. Joachim_Ante

    Joachim_Ante

    Unity Technologies

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    Added unityPackage to the allowed attachments. Thanks for the hint.
     
  9. DaveyJJ

    DaveyJJ

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    OK, Jon, so call me stupid, but while your attached demo works great, when I shrink the size of the sphere down to, say, 0.3, the partciles emit from below the sphere and also in a ring shape. How to you scale down and move the point of emission?
     
  10. Jonathan Czeck

    Jonathan Czeck

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    The emission point is something like all the vertices. Toggling Systematic will make then random or go in order.

    But, there seems to be a bug with the Mesh Emitter not getting affected by the Transform scale (maybe the rotation too! I didn't try that), which I already filed, so don't worry, it's not you. :)

    I think if you wanted to move around the emission point, you'd just separate out the Mesh Particle Emitter /Animator /Renderer and have that in a separate object from the regular Mesh Renderer and friends. So then the flames would be in a different object than the sphere visualization.

    -Jon
     
  11. cdesmond

    cdesmond

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    Thanks for this... it was a nice quick tip that was much appreciated.

    Thanks again!
     
  12. robertseadog

    robertseadog

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    Ahh, I love flames.. :twisted:

    lol