Particle emitter

Another idea, backed up with some cheesy pseudocode.
It could be simple, like a group(an animation) that defines a particle type. E.g., layername:
And an emitter layer. Could simply define a bounding box (although will often be a single pixel) that will define the area in which particles will be randomly placed/created. modify(x) could be used to turn the emitter on/off.
Of course, it would greatly simplify things to just have a layername look more like a function:
However, this might limit later editability.
A key idea here, though, would be to be able to control the emitter after its creation. Not a xion coding expert here, but in theory this would create more particles accoring to net volume:
I know that's completely wrong, but you get the idea.
It could be simple, like a group(an animation) that defines a particle type. E.g., layername:
- Code: Select All Code
particle(1) min_angle(250) max_angle (290) lifetime(steps, e.g. 50) speed(pixels per step) fadeout(true)
And an emitter layer. Could simply define a bounding box (although will often be a single pixel) that will define the area in which particles will be randomly placed/created. modify(x) could be used to turn the emitter on/off.
- Code: Select All Code
emitter(1) particle_type(1) particles_per_second(150)
Of course, it would greatly simplify things to just have a layername look more like a function:
- Code: Select All Code
emitter(1, 1, 150)
However, this might limit later editability.
A key idea here, though, would be to be able to control the emitter after its creation. Not a xion coding expert here, but in theory this would create more particles accoring to net volume:
- Code: Select All Code
vumeter modify(emitter(1).particles_per_second)
I know that's completely wrong, but you get the idea.