is there an easy way to make a lot of planes face towards the camera at all times? I want to make some planes with humans in silhouette style mapped onto them. But the should always face towards the camera.
I tried with lookat, but then they rotate in x and y axis too, and they sometimes flip over when I change the view. Also I need the planes to face the active camera, and I have more than one in the scene.
Dynedain, I try that, but to what parameter of the dummy should I wire the rotation of the plane? I can’t get it to work (cause I’m new to this kind of stuff). I should be able to say that X and Y rotation are fixed, and not used for the lookat constraint.
Morbid, what is sprite mode? Max help doesn’t mention it, and if I google I only find lightwave links… Indeed pflow has this options, but I need different people mapped onto each plane, plus full manual control of where the planes are placed.
How do you use it in combination with multiple camera’s in one scene? Cause switching the target to another cam doesn’t work, you have to select the planes too and assign them again. When rendering multiple views from the same scene, I bet I will forget to switch any of these things, so I will end up with a high res render with people facing the wrong camera
Well, if you can get them to look at a dummy instead of at a camera, then you only have to switch which camera the dummy is parented/aligned to, rather than remembering to switch all the objects.
How do you get different maps on each particle, and how do you make sure the particles only face in the z-axis (people shopuldn’t lean over), and how do you place each particle accuratly (in x, y, and z axis, so that they are placed where you want and don’t float or intersect the ground)?
Make a plane with it’s pivot at the bottom, birth particles on your ground using position object, assign a material static but put a multi sub object material into it - you have options to randomly assign a material id so if you put all of your materials that you want distributed you get random variation. As for the facing thing, if you apply a shape facing operator first, it’ll set a shape and the rotation. If you put the shape instance with your plane object, it’ll overwrite the shape but not the rotation so you’ll get a shape facing effect but your plane object as the geometry.