Particlefire
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Contents |
[edit] Particle Fire
[edit] General
Requirement: This tutorial is based on the Particles flame tutorial.
User level: Normal
Blender version: 2.43
Results: Fire flames
The emitter will be moved along a path which is defined by IPO curves. The position on the IPO path will be determined by a random value. Because of the upward movement of the particles it looks like fire flames.
[edit] Preparation
- Follow the Particles flame tutorial.
[edit] The Emitter
- in layer 1 change the name of the Emitter_flame to Emitter_fire <F9>
- go to frame 1 and apply a location key to the Emitter_fire <i>
- go to frame 11 <up> move the Emitter_fire 0.20 units along X, Y and Z. Create a location key <i>
- create more keys following this table:
| Frame | LocX | LocY | LocZ |
| 1 | 0.0 | 0.0 | 0.0 |
| 11 | 0.2 | 0.2 | 0.2 |
| 21 | -0.2 | 0.2 | -0.2 |
| 31 | 0.0 | -0.2 | 0.2 |
| 41 | 0.2 | -0.2 | -0.2 |
| 51 | 0.0 | 0.0 | 0.0 |
- set Curve -> Extend mode -> Cyclic
- Switch to camera view <num 0>
- Go to logic buttons <F4>
- Add an Int property called random to Emitter_fire
- Add an Always sensor that fires only one pulse
- Connect this sensor via AND controller to an IPO actuator with "property",Prop:random
- Add and Random actuator with seed <> 0,"IntUniform",Property:random,Min:1,Max:51
- Connect the random actuator to the alwys sensor that fires every frame.
- Start the GameEngine <p>
- You should see this:
[edit] The Particle
No changes to the particles are require
[edit] Remarks
- Fire flames can be combined to a bigger fire by duplicating the emitter.
- New emitters should have a different seed within the random actuator. Otherwise the flame has the same shape as the first one which looks unrealistic.
- Emitters on different locations require separate IPO curves. Duplicated object share the same IPO curve. Hint: The location is relative to the parent.
- The size of the fire can be increased or decreased by scaling the Y-axis of the Emitter_fire's IPO curves.



