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jas_ho
07-15-2002, 08:01 PM
Hi guys, thanks for the help so far. But I've got lots more questions coming your way in the future.:wavey:

Here's one of them:

I created an animated condom and I used particle instance on the existing geometry.

When I play back the clip and the particles start emitting, it looks great. But all of them moves at the same time(cause it's instanced, duh.)

How do I break the repeatative effect( I know it's randomizing, but where and how?):shrug:

Thanks a lot.:thumbsup:

stunndman
07-15-2002, 08:04 PM
- add a field

- animate the emission rate

- animate any other parameter that you think will serve the purpose

jas_ho
07-15-2002, 08:23 PM
er, thanks stunndman.

But I think there's a little misunderstanding. I didn't mean randomizing the emitter's emission rate.

I wanted the animated condom to move at different rates.
Right now, the whole 500 of them are contracting and expanding at the same time. I want to break that.:wip:

thanks

stunndman
07-15-2002, 08:39 PM
why are they contracting? maybe i don't get the idea of your scene

but how about fields?

you can either add several fields to make them accelerate at a certain distance - or you can have one field with attenuation

not sure though what your scene setup is right now and what you are trying to achieve

animate the emission speed if the rate doesn't fit

ask yourself which attribute is most probably giving you the best result you are trying to achieve - then animate it - put an expression on it

jas_ho
07-15-2002, 08:48 PM
I'm trying to animate them to move like jellyfish.(Which explains the contracting and expanding)

problem now is that they are all contracting and expanding at the same time.

Does adding fields or animating them make a difference to the individual animated instances?

Thanks for helping

stunndman
07-15-2002, 08:53 PM
Originally posted by jas_ho
I'm trying to animate them to move like jellyfish.(Which explains the contracting and expanding)

problem now is that they are all contracting and expanding at the same time.

Does adding fields or animating them make a difference to the individual animated instances?

Thanks for helping

ok - good to know that that's the way your animation is supposed to work

how have you implemented the contraction/expansion right now?

svenip
07-15-2002, 08:54 PM
in the AE of the particles you can set up a creation expression on the velocityPP attribute.

so maybe like this :

velocityPP = rand(0,1);

this will give each particle a different speed.

--== edit ==--

ohh i was wrong, this doesn't seem to be what you're searching for.

jas_ho
07-15-2002, 09:04 PM
I've animated it already.

ok, for example, I made the animation 60 frames long.

So when I instance the particles, all the particles on the screen are playing from frame 1 to 60 irregardless of when they are emitted from the emitter.

stunndman
07-15-2002, 09:07 PM
still don't get it completely - if you already animated frame 1-60 why not animate frame 1-240 - and tweak your curves or expressions to get the variation you are looking for?

jas_ho
07-16-2002, 10:44 PM
Thanks for all the help guys.:bounce:

anthonymcgrath
07-17-2002, 02:35 PM
he wants all the instances to be thrusting at different times

apparently from what I've heard thats not possible with just one object thats animating. if you create three of four duplicates of this condom and offset the animation for each dupe and set.
the 'pre' and 'post' infinity to 'cycle'
-so dupe1 starts animating at frm1
-dupe 2 starts animating at frm6
-dupe3 starts animating at frm11

next select all these dupes and insert them into your instancer. set the instancer 'cycle' option (top of attr editor) to cycle, click on your particle and set the 'instancer cycle options' 'age' parameter to 'particleId' *phew*

you should find this should go some way to making the instances offset in their animation timing.

hope this helps. if you already kno of this one or its not happening, giz a shout.
ant

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