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Much faster and more accurate than doing this manually.\n- **Object Settings:** Each emitter has its own settings tied to it, so don't worry about making a mistake because you can always go back and change something!\n- **Real-World Units:** Projectile will use the same units that are used in the .blend file, so you can use m/s or ft/s so you can truly know how fast your objects will be moving.\n\n## Usage\nProjectile is located in the Physics tab of the sidebar\n- Click **Add Emitter** to set an object as a Projectile object. The execute operator will be applied and an empty (emitter) will be created at the same location as the object.\n- Click **Remove Emitter** with an active emitter to remove all instances.\n- Set the **Velocity** and **Angular Velocity**.\n- **Number** is to set the number of instances. (Default is 1)\n- **Lifetime** is to set the lifetime of the instances. 0 means the instances will not be destroyed.\n- Then click **Execute**, then you can play the animation and see the results.\n\n### Projectile Settings\n- Toggle between Spherical or Cartesian coordinates for velocity.\n- Choose a **Solver Quality** to increase the physics solver quality.\n- **Draw Trajectories** Has options to draw all, selected, or no trajectories in the 3D View\n\n## Blender 2.7x\nProjectile can be downloaded [here](https://github.com/natecraddock/projectile/tree/blender27x) for Blender 2.7x\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fnatecraddock%2Fprojectile","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fnatecraddock%2Fprojectile","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fnatecraddock%2Fprojectile/lists"}