Skip to main content
9 events
when toggle format what by license comment
Apr 21, 2021 at 16:52 comment added Alexandre Marcati I'm having a related issue. I parented a particle emitter to armature bone.The particles come out of a jetpack, leaving a trail as the character flies. It works fine until the character reaches a certain speed, then it becomes apparent that the particles are being emitted only at whole frames and not subframes, making the trail a 'dotted' line instead of continuous. No matter how much I crank up particle count, they bunch up at these 'dots'. If I animate the emitter without parenting to the armature, the trail becomes continuous, but I would like to be able to parent it.
Nov 19, 2015 at 7:02 history edited gandalf3 CC BY-SA 3.0
tested features under "todo" heading and sorted accordingly
Aug 31, 2015 at 14:04 comment added ideasman42 With the NLA, you're talking about some finer grained sub-frame support (the ability to take single simulations and change their timing). Thats fine and I can see the use-case. However its a more specialized use-case.
Aug 31, 2015 at 13:55 comment added DolphinDream I must point out that while some animation features may support sub-frames internally not all of them allow the user to directly manipulate them (via time remapping in NLA or VSE). One way to animate time is via NLA action strips (via strip-time animation), however (to the best of my knowledge) with particle systems you can't use NLA to animate time since you can't create action strips for the particle system animation. So, if the particle systems get to use sub-frames eventually, there must also be a way given to the user to animate time thus actually benefit from a sub-frame extension.
Aug 31, 2015 at 13:39 vote accept DolphinDream
Aug 31, 2015 at 13:17 comment added ideasman42 The subframe option for physics as for calculation is typically to achieve more stable physics, but not necessarily related to the number of frames stored between frames. (normally the result is to store the result at each frame).
Aug 31, 2015 at 10:40 comment added sambler Rigid body world settings has steps per second (and solver iterations) while particles using newtonian or fluid physics and dynamic paint canvas both have a subframe property. I think subframe support could be broken into two, one is the subframe property that is a fixed extra frame count that would need to be setup to suit, while fcurve type subframes are very dynamic being able to calculate a location for any time step for free. Hair dynamics and cloth have a step value but I don't think that relates to subframes.
Aug 31, 2015 at 3:15 history edited ideasman42 CC BY-SA 3.0
added 86 characters in body
Aug 31, 2015 at 3:06 history answered ideasman42 CC BY-SA 3.0