bandini
07-14-2006, 07:05 AM
Hi,
I'm trying to create an effect where an object fragments and reforms. I've got it mostly down, but I'm running into a problem when the object reforms - the position values are correct on reformation, but the particles ID's get screwed up, so they go to the wrong id's.
The example I'm posting is using info from Bjorn's softbody example to help me with the initial setup. I'm not sure if PFrag assigns id values differently than the other emitters. This setup works fine if I'm emitting from an object, rather than fragmenting. I've also tried creating a duplicate fragment object, that fragments with 0 speed and getting the particles to go back to that position, but I don't think I set that up right, either... I wasn't exactly sure how to store their position in a data channel to be called back in conjunction with the pposition follow node.
Anyway, here is my scene file (http://www.adamswaab.com/cgtalk/tp_frag_and_reform_01.c4d), with notes. Hopefully someone can give me a little help.
Thanks!
I'm trying to create an effect where an object fragments and reforms. I've got it mostly down, but I'm running into a problem when the object reforms - the position values are correct on reformation, but the particles ID's get screwed up, so they go to the wrong id's.
The example I'm posting is using info from Bjorn's softbody example to help me with the initial setup. I'm not sure if PFrag assigns id values differently than the other emitters. This setup works fine if I'm emitting from an object, rather than fragmenting. I've also tried creating a duplicate fragment object, that fragments with 0 speed and getting the particles to go back to that position, but I don't think I set that up right, either... I wasn't exactly sure how to store their position in a data channel to be called back in conjunction with the pposition follow node.
Anyway, here is my scene file (http://www.adamswaab.com/cgtalk/tp_frag_and_reform_01.c4d), with notes. Hopefully someone can give me a little help.
Thanks!
