Yea I know the name is similar. I did my due diligence, though. We are in two different markets. They do voice recognition / productivity software, I do games, animation and visual effects. (At the time I did my research, the only product I could find from them was the Dragon dictation software.) I figured it’s “unlikely a consumer looking for one company could be reasonably confused by products or advertising for the other.”
I’ll have to look at why the image isn’t showing. Thanks for the heads up on that.
It’s pretty nice… the main thing missing is the OOMPH from the explosion, which should really cause the particle to start off with a faster explosion speed and then gradually slow down over time due to air resistance.
Thanks! I agree on the OOMPH. Turns out that’s a lot more complicated to do with Shuriken than it is with the legacy particles. Legacy particles had one value “Damping” and you adjust that and it effects things as you would expect. In the section on “constrain speed over time” (or whatever it’s called), Shuriken has “Damping” but then also a “Speed” … multiple? maximum? it’s not clear from context or behaviour. Then you have to use a curve to manage the speed over time and also ensure that any change to the Y axis of your curve is mirrored in the main particle section where you provide the particle start speed. Not saying it can’t be done, just that it’s not straight forward. I’ll update it when I can more consistantly produce my intended results.
I will say that almost everything I know about using particles feels like it now works backwards of what I expect things to do. I am probably the only person that’s not super jazzed about the new particle system :-p
lol, sounds complicated… you’re more expert on it than me, haven’t played with it at all yet. Sounds like Shuriken is powerful but with some expense of fiddliness?
Yea, pretty much. I haven’t yet found any problem I had before that it solves. However there are a number of things I used to do before that were quite simple, that are now very complex and tedious to do. It is much easier to make fireworks, but I never needed to make fireworks before. Explosions are more tricky, whereas before it was a snap to knock out a good looking ‘boom.’
I’m sure at some point it’ll click, but until then I feel like I’m driving on the wrong side of the road.
Nice looking fireworks for Shuriken What I’ve read is that the inability to access Shurikens features through code is its biggest downside and because of that most programmers either aren’t super jazzed about it.