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Found 2 results

  1. Hi there, A bit of a noob question so I apologise for that. I have a file attached with a basic particle system, connected to a copy to points, and a grid with a png image sequence as the particle geometry ( 12 frames long ). Everything is working well, except I cannot figure out how to start the image sequence on a per particle basis. All the particles start their animation on frame 10 simultaneously and new ones born after that just start with the last hold frame. I have this - " Star Sparkle_`padzero(5, clamp($F-10 ,1 , 12))`.png " in the texture field on my principled shader and this seems to give me a 10 frame offset, and it holds the first and last frame, instead of turning into a white grid, which is great. But how do I get each particles animation to start at it's birth or at an offset from it's birth time/age/frame ? I've included the required png sequence with the file. Thanks to anyone who can help me with this, it's making me feel very silly that I can't figure it out in over a week. Have a great day ! Sprite Particles.7z
  2. Hi everyone. I try to do some kind of flocking bird effects where al the birds are offset in animation with instance objects. Now i have setup a simple scene with just some tubes with a sin expression on the translate Y which i want to offset using chops.just for testing but i cant figure out what i do wrong. I think its a simple fix but i dont have that much of an experience with chops. anyone? thnx alot ChopHelp.hip
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