I should not call them particles maybe, since they are Sprite3D:s.
With a transparent snow-bitmap. Like this:
var sprite3D:Sprite3D = new Sprite3D();
sprite3D.width = 0;
sprite3D.height = 0;
sprite3D.x = _snowboarder.position.x
sprite3D.y = _snowboarder.position.y
sprite3D.z = _snowboarder.position.z
sprite3D.rotation = Math.random() * 360
var material:BitmapMaterial = new
BitmapMaterial(snowBitmap.bitmapData);
sprite3D.material = material
_world.addSprite(sprite3D);
var snowHeight:Number= -100*_snowDepth
*_snowboarder.pressure
TweenMax.to( sprite3D, 1, { ease:Linear.easeNone,
scaling:4, x:
sprite3D.x +_snowboarder.tilt * 4, onUpdate:onSmokeUpdate,
onUpdateParams:[sprite3D, material],
onComplete:function(target:Sprite3D):void
{ _world.removeSprite(target); target = null }, onCompleteParams:
[sprite3D] } )
TweenMax.to( sprite3D, 0.5, { ease:Sine.easeOut,
y:String(snowHeight) } );
TweenMax.to( sprite3D, 0.5, { ease:Sine.easeIn,
y:String(snowHeight*-1),delay:0.5 } );
On 12 Okt, 09:13, Michael Iv <[email protected]> wrote:
> No words... Just Awesome ! What are the particles made of ?
>
>
>
>
>
> On Tue, Oct 12, 2010 at 8:55 AM, inEar <[email protected]> wrote:
> > Thanks for the mention! I just made an update to that demo, check it
> > out:http://www.inear.se/2010/10/off-piste-simulator-part-2/
>
> > On 11 Okt, 17:14, savagelook <[email protected]> wrote:
> > > Here's another very cool example that additionally uses normal maps
> > > and pixelbender filters to give a more realistic look:
> >http://www.inear.se/2010/10/off-piste-tracks/
>
> > > On Oct 4, 9:26 am, Fabrice3D <[email protected]> wrote:
>
> > > > > and works not only on planar objects but any mesh.
>
> > > > yes, thats one of the goodies of this class.
> > > > using an optional offset and the multiply handler you also can achieve
> > other things
> > > > for instance the same avatar could look fat or thin.
>
> > > > here a few (old) examples...
>
> >http://www.closier.nl/playground/normaluvmodifier/nm1.swfhttp://www.c....
> > ..
>
> > > > another aspect is the option to apply. Meaning until you apply, its
> > still original mesh+distort
> > > > if you apply, you can then modify again from previously modified state.
> > > > This would allow clay modeling for instance... a position map would be
> > a great addition to this class for this particular purpose.
>
> > > > I haven't pushed too much back then, but you could easylly implement
> > normalmaps+factor as well.
> > > > as a result you could have very cheap collision detection in terms of
> > cpu with a free directional vector if the mesh was a terrain for instance...
> > > > the vector readed from the nm map would give you a logical force or
> > direction for a sailboat alignment if it was a wavy surface...
>
> > > > Fabrice
>
> > > > On Oct 4, 2010, at 2:57 PM, savagelook wrote:
>
> >http://savagelook.com/blog/away3d/away3d-morphing-with-heightmapmodifier
>
> > > > > OK, I promise this will be the last demo with mesh morphing! I just
> > > > > wanted to act on Fabrice's suggestion (found here:
>
> >http://groups.google.com/group/away3d-dev/browse_thread/thread/c1dd33...)
> > > > > to use the HeightMapModifier instead of SkinExtrude for my dynamic
> > > > > height map morphing demos. And of course, he was right. Thanks for
> > > > > pointing me in the right direction.
>
> > > > > The code (included) is a good bit simpler and works not only on
> > planar
> > > > > objects but any mesh. The demo uses a plain sphere so it is easy to
> > > > > see how the original shape is affected by the HeightMapModifier, but
> > > > > you could theoretically use any mesh you want. It also runs faster
> > > > > than my previous demos.
>
> > > > > Also, just for fun, I threw in an EnviroBitmapMaterial on the mesh,
> > so
> > > > > if you wanted an example of to create a shiny, reflective material,
> > > > > check it out.
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air
> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]