View Full Version : Keep an emitter moving around spline?
Jonj1611 12-30-2004, 09:45 PM Hi,
I have a circle spline with a particle emitter attached with align to spline tag. I want the emitter to go around the spline but I need it to keep on going, but with the align to splign tag I can only set it to max 100%, is there anyway to keep the emitter just going around over 1000 frames. I need it to go around the spline in 7 frames and to keep going like that up to 1000 frames.
I do not have thinking particles just Cinema 4D 9 Core. Thanks for your help!
Jon
www.jonsmedia.com (http://www.jonsmedia.com)
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policarpo
12-30-2004, 10:18 PM
Are you just doing a standard loop? If so, just render out the LOOP frames and copy paste the duration in Quicktime to the desired length.
Per-Anders
12-30-2004, 10:26 PM
just animate once, go to the timeline, right click on the track and choose Adjust, then with teh track still selected in the am up the number of loops to 143 (this is how many you need for 7 frames to loop to fit into 1000)
Jonj1611
12-30-2004, 10:30 PM
Cool, thanks!!! Really got a bit stuck there, thanks all!!
Thanks
Jon
www.jonsmedia.com (http://www.jonsmedia.com)
tcastudios
12-30-2004, 11:09 PM
For none static turns (Animated different speed or position past 100%) you can dload two examples here (http://homepage.mac.com/tcastudios/TCA%20CINEMA.html)(Item 004). The file includes two scenes using Xpresso:
GearBox, where a UserData slider (0 to 100) is connected to the position in AlignToSpline via a RangeMapperNode.
RangeMapper input is set to 10 and output to 100. By checking the Modus checkbox there will be a 1 to 10 ratio in this case.
GearBox2 using an excellent Xpresso by Base80 (http://3dattack.net/3dAttack/viewtopic.php?t=2480) over at 3dattack is used.
Select the node in Xpresso manager and set the RPM speed.
Cheers
Lennart
Jonj1611
12-30-2004, 11:27 PM
Cool, thanks I will give them a go also, had limited success with other methods, they do the job, but I think I may need more control.
Err, does anyone know if it is possible to get the particles to follow a spline, I can get the emitter to follow the spline but the particles just shoot off, it's not too much of a problem but it would be great if the particles actually followed the spline once ejected from the emitter.
Thanks
Jon
Per-Anders
12-30-2004, 11:34 PM
ah, you're using Storm Tracer right?
try this instead, no particles.
put the spline into Storm tracer, and you will see the Spline options come up on the basic page. this time, animate the "Offset" parameter. now enable "Variation" tab, and in the variation options up the "Offset" parameter (this will control the spread of the storms).
tcastudios
12-30-2004, 11:36 PM
Setting the particle speed to Zero or very low would leave them where they where born.
If you want them to actively follow/target a spline ther are a few threads about that, so just make a search and you'll find.
And try the method above by mdme-sadie(I will :) )
Cheers
Lennart
Jonj1611
12-30-2004, 11:45 PM
Hi,
Yes, I am using storm tracer, ok, what I am trying to achieve is a very basic tornado, I know the one on your site is probably done with TP but as I don't have that I am trying to find a different way of creating spinning particles which I can then apply maybe the cloud preset too with some added/changed colour.
Hope that made sense!
Jon
www.jonsmedia.com (http://www.jonsmedia.com/)
Per-Anders
12-31-2004, 12:02 AM
you should play with a rotation field, and wind/gravity fields with the normal particles then (though you could set something up using storm organics and spiral splines). that shoudl get you towards teh effect your'e after.
Jonj1611
12-31-2004, 12:03 AM
Cheers, and thanks for all your help, I will keep experimenting!!
Will post results.
Thanks
Jon
Jonj1611
12-31-2004, 12:13 AM
Ok, getting some good results with normal particles, gravity etc, must be because it is late, and brain wasn't in gear! :)
Thanks
Jon
Per-Anders
12-31-2004, 12:41 AM
here's a very simple example i quickly knocked up using just a spline (no particles here), you should be able to take this to whever level you need. would probably work quite nicely with darfs follow thing, or perhaps softik.
http://www.peranders.com/c4d8/st/images/tornado.jpg
Click to see the movie here (http://www.peranders.com/c4d8/st/movies/tornado.mov)
and the file is here (http://www.peranders.com/c4d8/st/examples/tornado.c4d)
Jonj1611
12-31-2004, 12:45 AM
Thanks really cool!
Will examine the scene file with detail, thanks for your help and I am really impressed with Storm Tracer!
Thanks
Jon
www.jonsmedia.com (http://www.jonsmedia.com)
AdamT
12-31-2004, 04:16 AM
I think you could use the TPBubble node to do a pretty decent tornado.
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