PDA

View Full Version : How to make separate TP particles?


taxidriver
09-23-2005, 08:17 AM
I'm trying to figure out how the HYPA kung-fu-spline animation was made. I know how to connect a spline between TP with CPT, and I guess I would have to parent the particles to ends of bones - I got the character animation going already.

So my questions are:
- can I create separate TP particles and place them in the scene (and parent to objects)
- what did Tim parent the particles to - I assume bones

Maybe I'm way off and approaching this from the wrong angle :banghead: . Any help would be most appreciated!

Thank you.

TimC
09-23-2005, 12:20 PM
I'm trying to figure out how the HYPA kung-fu-spline animation was made. I know how to connect a spline between TP with CPT, and I guess I would have to parent the particles to ends of bones - I got the character animation going already.

So my questions are:
- can I create separate TP particles and place them in the scene (and parent to objects)
- what did Tim parent the particles to - I assume bones

Maybe I'm way off and approaching this from the wrong angle :banghead: . Any help would be most appreciated!

Thank you.

Hi

What I did was attach a null object to the end of each bone. Then attach each particle to each null object. It is a pretty simple setup.

http://www.hypa.tv/tims/misc/xpresso.jpg

http://www.hypa.tv/tims/misc/condition.jpg

On the first frame emit the correct number of particles. Use shot and just switch it on for one frame only.

The condition node switches through all the null objects based on the TP index coming out of PPass. The condition node sends the null object out, into an object node, which uses each null to set the particle position.

Have fun!

HTH
TimC

taxidriver
09-23-2005, 01:56 PM
I am honored ... the man himself lends a hand :thumbsup:

Thank you very much, I'll try out your suggestion as soon as I get back to the office. And let me say how much I like all your work - you seem to take similar approaches than I do to design (I'm coming from traditional 2D though and haven't reached your mastery in 3d of course) and it's so refreshing to see it in the world crowded with fantasy models and bump materials :) (but respect to those people too, just not my cup of tea).

Keep up the great work!
taxi

CGTalk Moderation
09-23-2005, 01:56 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.