Thursday, March 21, 2013

Pyro Sim Digital Asset

Creating a digital asset in Ownedini with a working pyro simulation in it is incredibly annoying. Apart from changing all the paths to be relative you have to lock about a dozen obscure parameters or it won't work.

I created an asset with a working default pyro sim in it called owned_pyro_test. For anyone who is starting from scratch creating a pyro effect, use that. Create your own container and then copy and paste the nodes from the pyro test inside it.

If you've already created an effect outside of the pipeline and want to convert it into an asset, I've created a list of everything you need to do to get it working here

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