Hi Rob, thanks a lot for the patch. I can figure out emitting basic video sprites with alpha channel. But when I set init_var value in z position. Different sprites would not sort depth based on their z value, i.e. sprites that are far back would display in front of sprites at front. If I turn depth_buffer enabled for videoplane. The alpha channel will have problems, it has a strange kind of mask frame blocking some of the sprites behind it. I set the blend as alphablend and blendmode as 6 7 by default.
Also, for camera perspective, is it possible to let the elements accept main camera perspectives while each sprite ignores the rotation. For instance, if I setup a camera to look down toward a group of videoplane sprites, since they are also flat surface, they will look tile based on perspective, can I make them still look orthographic while keep sizes changed according to z-depth?
The other thing is that how can I fadeout a sprite when its life ends. Also is there a way to emit the videoplane(with a quicktime video attached) that playback from a different time and rate.
In short, can Max create a particle system similar to the trapcode Particular particle plugin for aftereffects if you know it. A particle system that can easily set each sprite's color, opacity alone the life span and also allow each sprite get a different frame from a video or choose a different start time.