View Full Version : PPosition Folow
govinda 01-18-2005, 02:35 AM Also known as, Tim Clapham's busy day. Another question about one of his files. Tim, you and Bjorn are my TP heroes. :buttrock:
This is probably an easy one. I've been using Tim's 'Basic Flocking Behavior' with a swarm of insects. The PPosition follow node calls for the particles to follow the axis of the lead object. If I want a more disperse flocking behavior, can I specify that the flock follows the vertices of the lead object? In other words, I don't want to 'follow' behavior to collect around a point but around an area.
I can predict that one answer is, have more deflector objects in the path. Ugly. But that could be how I have to do it...
Edit--Tim's 'Basic Flocking' is at: http://www.hypa.tv/tims/download.html
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AdamT
01-18-2005, 05:01 AM
If you have Core Particle Tools you might add a Repulse & Bounce node and feed a Pseudo Random node into the strength parameter. But that might be more chaotic than you had in mind.
govinda
01-18-2005, 05:10 AM
Nope, I don't own it yet. Damn, this is cool, but a just little irritata when you want to finish inside a lifetime. Repulse&Bounce (vanilla, no darf flavoring) might work for me.
AdamT
01-18-2005, 05:21 AM
That could do the trick too. Sadly my TP knowledge is veery limited.
I can say though that as a motion graphics guy you should *really* get CPT. It's too cool.
govinda
01-18-2005, 05:50 AM
Ricky don't wanna hurt 'em. :p My skill set would be too scary. TP ignorance is my Shaquille-can't-shoot-free-throws kryptonite, without which I'd be damn near impregnable. ;)
Hi Govinda,
i build something similar by varying the force applied by PPositionFollow depending on the distance.The further away a particle is the stronger the force. Right in the center no force is applied. Combined with a particle/particle repulsion this should do the trick to keep particles within an area around the target point. Varying the range and strength can be easily done with a rangemapper node, even nonlinear.
Cheers
Srek
You could also add a gravity preset object and make it a child of the follow null. Then offset it by some distance and then add a vibrate expression to vibrate the follow nulls rotation, this will cause the gravity null to move around the follow null in a random circular motion. Then set the gravity to be a negative amount, pushing the particles away.
This should help break up the shape of the flocking particles as the gravity null will disperse the particles if they get too near.
Anyway just a thought, might be worth a try.
cheers
Tim
govinda
01-18-2005, 09:52 AM
Somewhere in these two posts is the answer. Thanks guys!
JoelOtron
01-18-2005, 02:01 PM
You could also add a gravity preset object and make it a child of the follow null. Then offset it by some distance and then add a vibrate expression to vibrate the follow nulls rotation, this will cause the gravity null to move around the follow null in a random circular motion. Then set the gravity to be a negative amount, pushing the particles away.
whoah! :eek:
Quite clever there.
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