Particle emitter Grouped/Relative option

We recently bought Particle Designer to use along with Corona SDK, but found a limitation with the Grouped/Relative option of particle emitters.

We need to create a trail effect for a spaceship, rockets and other stuff in a side scrolling view. Without the camera, relative particles work great and create the trail effect we want, but as soon as we start moving the parent group (The camera) particle effects do not work as expected. 

Is there any way to choose the parent group that the particles should be relative/attached to?

I recorded and uploaded a video with my problem. Has anyone had and fixed this issue before?

Hi @basiliogerman,

Yes, you can insert the emitter object into a display group using the standard “group:insert( object )” call. That should do what you need.

Best regards,

Brent

Thanks for replying @Brent, but i already insert the particle emitter to the ship group. The video in the link shows my problem. 

What i am trying to achieve is the behavior that shows after i stop updating the camera object and it is static (A trail). Since the camera object is a group, the particle positions stay in absolute coordinates. What i want is for it to work when i move the camera around too. I’ve added some notes to the video so it’s explained better.

How is the ship group related to the camera group? Is the ship group a child group of the camera group?

Yes, the hierarchy is the following:

display.getCurrentStage() > scene group > Camera > ship > particle and image

And you enabled the grouped/relative option, or didn’t?

The option is unchecked, so it can sort of free-float.

If export it the other way, it just attaches to the ship but no trail effect is generated.

EDIT:

I made a new video showcasing the same effect but with the grouped option checked. This is not however, the desired effect.

I assume the ship group moves with (or relative to) the camera group? If the particles are part of the ship group, and that group moves along with the camera group, then I don’t see why the particles shouldn’t appear in the correct place as both groups move around.

What “camera” system are you using? The 3rd-party “Perspective” library that is very popular for such purposes? Or did you home-brew your own?

Best regards,

Brent

It’s hombrewed, but it resembles the same mechanism that the perspective library uses. (negative coords with damping) Maybe i can build a small working project to recreate what i see.

As a note, we also use our own scene manager, so we know the exact group hierarchy.

Hi @basiliogerman,

Yes, you can insert the emitter object into a display group using the standard “group:insert( object )” call. That should do what you need.

Best regards,

Brent

Thanks for replying @Brent, but i already insert the particle emitter to the ship group. The video in the link shows my problem. 

What i am trying to achieve is the behavior that shows after i stop updating the camera object and it is static (A trail). Since the camera object is a group, the particle positions stay in absolute coordinates. What i want is for it to work when i move the camera around too. I’ve added some notes to the video so it’s explained better.

How is the ship group related to the camera group? Is the ship group a child group of the camera group?

Yes, the hierarchy is the following:

display.getCurrentStage() > scene group > Camera > ship > particle and image

And you enabled the grouped/relative option, or didn’t?

The option is unchecked, so it can sort of free-float.

If export it the other way, it just attaches to the ship but no trail effect is generated.

EDIT:

I made a new video showcasing the same effect but with the grouped option checked. This is not however, the desired effect.

I assume the ship group moves with (or relative to) the camera group? If the particles are part of the ship group, and that group moves along with the camera group, then I don’t see why the particles shouldn’t appear in the correct place as both groups move around.

What “camera” system are you using? The 3rd-party “Perspective” library that is very popular for such purposes? Or did you home-brew your own?

Best regards,

Brent

It’s hombrewed, but it resembles the same mechanism that the perspective library uses. (negative coords with damping) Maybe i can build a small working project to recreate what i see.

As a note, we also use our own scene manager, so we know the exact group hierarchy.