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6 At the material level, turn on Show Map In Viewport.
7 Add a camera to the scene and set it up as desired. Activate the Perspective
viewport and press the C key to set the viewport to show the camera view.
8 Create a default Particle Flow system.
9 Open Particle View.
10 Replace the Shape operator with a Shape Facing operator.
Using this operator makes it easier to see the animation.
11 Click the Shape Facing operator, and in its rollout, click the Look At
Camera/Object button, and then select the camera.
12 In the Size/Width group, increase In World Space > Units to about 15.
13 Add a Material Dynamic operator to Event 01, and assign it the material
from the beginning of this procedure.
14 Turn on Show In Viewport.
15 In the Animated Texture group, make sure Same As Particle ID is chosen,
and turn on Reset Particle Age.
Always choose Same As Particle ID with an animated texture, and one of
the Sub-Material Rotoscoping options when using a compound material.
Turning on Reset Particle Age causes the software to set particles to age
0 as they enter the event. In this example, the particles are born in the
event, so technically it's not necessary to turn on Reset Particle Age.
However, it's a good habit to get into to ensure that the animation always
plays from the first frame.
16 Play the animation.
In the viewport, the bitmap animation advances as the particles move,
but all the particles show the same frame, regardless of age. This is
anomalous behavior related to the limitations of viewport interactivity.
The particles render correctly, however.
17 Render the animation.
As each particle is born, it begins displaying the animation from the first
frame. At each frame, each particle's age is incremented, and it displays
the next frame from the applied map.
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