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Rips
02-14-2012, 10:51 AM
Hi,

I'm looking for a way to make a stream of particles appear elastic, much like in the intro of 10 o'clock Live.

http://www.youtube.com/watch?v=0AYNx5g8KeI
Comming in at 00:02 at the bottom left, moving to bottom right and travels around until about 00:07 when they disapear out to the right side.

I've been experimenting with a path constrained speed by icon, with different influence and animation curves for influence and path constrain , but no matter what I do, it feels way more mechanical. I guess it's because all particles behave the same.

Anyone got any ideas on how to achieve this?

Cheers :)

Holzi
02-14-2012, 11:05 AM
Maybe have a find target instead and animate the target. (at least, thats what you would do, if you would use crowds ;) Don't see why that shouldn't work in pflow as well),

another thing that might help: are your particles synced by their age or by event duration, and for how long are they born? maybe you need to tweek those settings as well. animating the influences of your winds etc. might help adding more randomness (as well as the seed).

A screen of your setup would help though ;)

Rips
02-14-2012, 11:33 AM
Thanks for your input Holzi.

It did cross my mind to use an animated find target, but it will cause the particles to contract a bit with each turn.

My setup is by no means locked. I'm still in the experimental phase, so spawn times, setup for syncs etc are totally open.

Holzi
02-14-2012, 12:29 PM
Thanks for your input Holzi.

It did cross my mind to use an animated find target, but it will cause the particles to contract a bit with each turn.

My setup is by no means locked. I'm still in the experimental phase, so spawn times, setup for syncs etc are totally open.

in that case you'll probably have to stick with the spline follow. Though i remember there was some setting that defines how close they live to the spline. Maybe this one helps: http://forums.cgsociety.org/showthread.php?t=1019809 (whether you follow a vortex or some other spline should not be a problem)

3ak
02-14-2012, 02:44 PM
http://dl.dropbox.com/u/46208032/3ak_sine_cubes.zip
if you need something like this then just change direction of the velocity vector with periodic function. You can also add some random amplitude per particle and store it in particleFloat. Then:

pCont.particleSpeed = [0.02*pCont.particleAge, 0 ,pCont.particleFloat * 0.005*(sin (4*pCont.particleAge.frame))]

Rips
02-16-2012, 07:03 AM
Thanks for feedback.

I'm temporarily using a follow spline combination with a sine deformer and a soft bubble motion layered, but it's not optimal. I need the 'organic' overshooting in corners etc. I guess I have to make some sort of hack in box 3.

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02-16-2012, 07:03 AM
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