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ndeboar
06-07-2005, 06:46 AM
Hey,

Ive got a shot i need to do were water starts running up this guys arm. Still verry much in the R&D stage, but here is some food for thought. One concept is running emmitters along curves that are attached to the arm, spitting out blobby particles. I can use this to make quite nice water branching effects. This issues are:
1. Getting the curve to stick to the arm
2. Getting the particles to stick to the arm

Is there a way of making particles stick to a model, not using texture emission?

Acutaly, the more I think of it, texture emmision might be the easist way to go, there is more control but i find it really hard with Texture emmision to look realistic, the particles grow out of the arm rather than travel along it.

Any thoughts on even doing this shot would be great.

Cheers,

Nick Deboar
Digital Director
www.thepra.com.au (http://www.thepra.com.au)

drGonzo
06-07-2005, 07:19 AM
goals, my man. Add goal U and V and map a ramp on V and the following on U:
particleShape1.goalU = rand (0,1);

Drop me a line at kevin_mannens@yahoo.com if you want the scene.

MikeRhone
06-09-2005, 10:14 PM
A step farther would be to do an animated texture to control emission rate, then use parentUV to have ther particles stick to where they were emited from:

//creation
goalU = parentU;
goalV = parentV;

Booyah!

M

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