You can customize how the initial sprite images are selected and how the images are cycled by modifying the expressions that are automatically added to the particle object when you use the Sprite Wizard. You can customize the selection of the initial sprite image whether or not you choose to animate the selection of the initial image.
To customize the selection of the initial sprite image
- Create the particles and select .
- Select the Sprite File you wish to use and click Continue.
- Select how you want to assign images to the particles: either No animation. Use a single image for each particle or Cycle through the images for each particle, and click Continue.
- Select Custom Start and click Continue.
- Select how you want the images to be cycled for each particle. If you select Custom Cycling. Click Continue.
- Click Apply to apply the wizard.
- Select the particle and select Windows > Animation Editors > Expression Editor.
- In the Expression Editor, select Select Filter > By Expression Name.
- Select the expression with the name of the particle object to which you have applied the sprites.
- Click the Creation checkbox.
- If you selected No Animation for the image assignment, look for the first occurrence of the line “Custom Start: If your sprites are not animated” in the creation expression.
If you selected Cycle through the images for each particle for the image assignment, look for the second occurrence of the line “Custom Start: If your sprites are animated” in the creation expression.
- Insert your custom expression. For information on writing expressions, see Expressions.
To customize sprite cycling
- Create the particles and select .
- Select the Sprite File you wish to use and click Continue.
- Select Cycle through the images for each particle and click Continue.
- Select the technique used to assign the initial sprite to each particle and click Continue.
- Select Custom Cycling for how you want the images to be cycled for each particle and click Continue.
- Click Apply to apply the wizard.
- Select the particle and select Windows > Animation Editors > Expression Editor.
- In the Expression Editor, select Select Filter > By Expression Name.
- Select the expression with the name of the particle object to which you have applied the sprites.
- Select Runtime before dynamics or Runtime after dynamics.
- In the runtime expression, look for the line “Custom Cycle.”
- Insert your custom expression. For information on writing expressions, see MEL Overview.