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<span class="anchor" id="line-1"></span><p class="line862">The Orbit tab has rotational controls for <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a> around their <a href="/quake4/FXEditor_Tab_-_Origin">origin</a>. Used in conjunction with Offset. With an <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a> of 0, Orbit will not function correctly. Orbit uses <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a> to know how large the circle of Orbit is. If <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a> is set to 10 in the Forward axis, Orbit will use those 10 units as the radius (not diameter) to orbit the center of the effect by. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line862">A good example effect to look at Orbit is: <strong>effects/weapons/rocketlauncher/impact.fx</strong>. The <strong>sparks</strong> segment uses <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a> and Orbit to generate swirling and random sparks within the explosion. The larger the Orbit and <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a> values, the more chaotic the Orbit will be. <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line862">Another example is <strong>effects/monsters/gladiator/railgun_trail.fx</strong>. The <strong>spiral_parts</strong> segment uses <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a> and Orbit to spiral sphere segments inward. The initial offset values transition from 15 to 1, so that the <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a> move inward, while the Orbit rotates the <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a>. <span class="anchor" id="line-6"></span><hr /><p class="line874"> <span class="anchor" id="line-7"></span>
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<h3 id="head-8b69b3f723989cd9921428fbbd4ae543e8437ce8">Start – Roll, Yaw and Pitch</h3>
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<span class="anchor" id="line-8"></span><ul><li style="list-style-type:none"><p class="line862">This adjusts the start angle of the orbit. Example: The min for Start Roll is 40, while the max is 80. The <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a> in this segment will start somewhere between 40 and 80 degrees in the direction of the <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a>. <span class="anchor" id="line-9"></span><span class="anchor" id="line-10"></span></li></ul><p class="line867">
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<h3 id="head-8800304cd94fc913cb6b1acd0db39f0d8220a6f0">End – Roll, Yaw and Pitch</h3>
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<span class="anchor" id="line-11"></span><ul><li style="list-style-type:none"><p class="line862">This adjusts the ending angle of the orbit. Example: The min for End Roll is –120, while the max is 120. The <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a> in this segment will end somewhere between –120 and 120 degrees in the direction of the <a href="/quake4/FXEditor_Tab_-_Offset">Offset</a>. These values mean that the <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a> in this segment will be rotating in two different directions with a spread of 240 degrees. Some <a href="/quake4/FXEditor_Tab_-_Sprite">sprites</a> that chose an end value in between the min/max values (near 0.0) will barely Orbit, while those at either end of the min/max values will Orbit to a greater degree. <span class="anchor" id="line-12"></span></li></ul><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">FXEditor Tab - Orbit (last edited 2005-11-04 00:39:27 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="/quake4/MattVainio" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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