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Thread: Flagellum

  1. #1
    Clicker Fusion 2.5 Developer

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    Flagellum

    Hi, I'm making a "clone" of the cell phase of a game that's coming out in September, called Spore. I have added some parts in the editor, but I tried making a smooth animation of a flagellum in Multimedia Fusion 2, but it turned out looking horrid.

    Anyway, is there a way to dynamically create a wiggling flagellum with just a starting point (e.g. it will find the end point with gravity)?

    Oh, and if you want to see the progress, go to my blog at my site.

  2. #2
    Clicker Fusion 2.5 Developer

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    Re: Flagellum

    Can no one help me? I'm in a bit of a jam...

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    Re: Flagellum

    I'm not quite sure what you mean. If you elaborate or provide an example, forum members can help you a little more.

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    Clicker Fusion 2.5 Developer

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    Re: Flagellum

    OK, I'll elaborate.

    I'm trying to make an effect that emits particles from an emitter point, and these particles move in a sine wave fashion in a certain direction, and then disappear.

    That pretty much is as much as I could elaborate on what I'm trying to do.

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    Re: Flagellum

    It seems that my topics only get replied to if they are at the top of the forum list, so I am posting this so that my question might be answered.

    I'm sorry if I seem rude, I am just very desperate to get this thing done on time. I know that this feature seems unimportant, but I have my own reasons to why it really is.

  6. #6
    Clickteam Clickteam
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    Re: Flagellum

    I think your quickest way will be to just animate the flagellum and import that into an active object.



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    Re: Flagellum

    But I want the flagellum to move and bend in different directions... I guess all I need is a tutorial on particle movement.

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    Re: Flagellum

    OK, never mind. I figured out the problem. If anyone was wondering how to do this, I made a small active object as an ellipse. I then gave the active object a ball movement with an initial direction to down. Then, I used Always > Create particle at (locationX,locationY). I then used the semi-transparency object to complete my task. I didn't bother with the sinewave movement.

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