jerome Posted October 26, 2017 Share Posted October 26, 2017 Hi folks, Here's a new light feature in the SPS : Solid Particle Pivot It's just a Vector3 (defaut Zero) associated to each solid particle in the SPS. You can set a different value to translate the current particle from its initial local position, then the particle is still rotated around this original point but no longer set on it when rotated. This is the same notion than the Translation Matrix what you could use when defining a Pivot Matrix. Example : http://jerome.bousquie.fr/BJS/test/spsPivot.html 4000 orbiting tetrahedrons around 4000 rotating boxes ... the whole system also rotating around Y, everything with no complex maths at all, just the usual .rotation properties PG and documentation coming soon ... Vousk-prod., GameMonetize, JohnK and 4 others 7 Quote Link to comment Share on other sites More sharing options...
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