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View Full Version : Looking for some TP velocity help


ThorFury
07-18-2004, 06:49 PM
Howdy folks,

I'm working on a project where blood cells need to move with a pulsating motion as if they're being driven by a heartbeat, but I'm having trouble getting TP velocity to work. Right now I've got a setup with the TP cells being controlled with a keyframed velocity node, but if I put the velocity node in "replace" mode the cells stop and don't start moving again. If I put the velocity node in "add" mode, half the keyframes need to be negative velocities or the cells don't slow down. The problem then is that while most of the cells move correctly, some of them start moving backwards.

I'm sure there is a very simple solution that I'm missing here, does anyone have any suggestions on how to get the particles to move the right way?

Thanks,

Gregg

Srek
07-18-2004, 07:31 PM
Hi,
Velocity is not what i would try. Have a look at DT. Delta Time can be used to manipulate the time individualy for each particle. By reducing DT the particle seems to slow down, but all the velocity parameters will stay the same as before, this way you can bring them to a halt without changign velocity at all.
Cheers
Srek

ThorFury
07-19-2004, 06:45 AM
Thanks Srek, that looks like the way to go, but how would you animate it to make a pulsating cycle? To test the Delta Time out, I passed the particles to a new group at frame 30 to slow them down then passed them into a second group at frame 60 to speed them up again. But there has to be an easier way then setting up 20 groups with 20 SetData nodes for every time the particles are supposed to slow down then accelerate again, right?

Thanks,

Gregg

Srek
07-19-2004, 07:22 AM
Way to complicated :)
You can find an example here: http://www.bonkers.de/download/tp_pulse.c4d
Cheers
Srek

ThorFury
07-19-2004, 04:36 PM
That's good stuff Srek. I was fooling around with null objects and vibrate expressions and all sorts of crazy stuff that was 1000x more complex than it needed to be. Thanks again.

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