Manifestation
02-22-2007, 01:53 AM
hey folks, first post!
i've been readin these forums for a fair while now and absolutely love the large ammount of amazing tutorials, massive lists of links, and spectacular references.
so i decided to make an account, and am now asking a few questions of my own, and perhaps enlightening a few who are interested in the same area.
I love letting my animations run on their own, i love setting a few parameters and just watching stuf happen. it gives a sense of reality when you throw a ball at a wall and it crumbles. and this, is why i love PFlow.
recently i've been working on a small personal project, mainly to hone my own skills, but also for the entertainment of my friends. a large portion of this planned animation includes explosions...lots of them, mainly head explosions.
initially i was using PArray but soon learnt that is is quite obselete and moved right onto PFlow.
enough rambling lets get to the point.
I use a standard deflector, gravity, and Pflow to simulate an explosion of particles outwards in random 3d directions.
i then use a basic collision spawn and collision to make the particles "splatter" when they hit the ground.
now, my questions are as follows
a. i want to make my particles hit walls and other objects, but have them "splat" and then "slide" but not drop entirely to the ground.
so far i tried using a gravity on the walls with a small falloff, that was working reasonably well but it wont help when it comes to other objcts (e.g people, desks, lamps, etc)
b.i'm having alot of smaller issues with my cillisions, the particles either dont respond to the deflector friction or just stop entirely. the initial particle and the spawned ones.
i guess i just need some good PFlow collision tuts, i couldnt see really any when i searched.
c.this can probably be solved as above, but i want to have mutliple collisions, one on first (make some medium sized blobs to make the "splat") then one on every collision afterwards (all progressively smaller to simulate trails)
sorry if it was really long winded but im that sort of guy, i enjoy explaining things to a certain depth, i think all modellers need a level of precision.
i thank you all in advance if you see fit to help out, any sugestions i would love and cant wait to start learning.
oh and afterwards i plan to write an extensive video tutorial as i think alot of people would benefit from an in depth look at particle spawn, especially when it refers to "organic" blood splatters.
i've been readin these forums for a fair while now and absolutely love the large ammount of amazing tutorials, massive lists of links, and spectacular references.
so i decided to make an account, and am now asking a few questions of my own, and perhaps enlightening a few who are interested in the same area.
I love letting my animations run on their own, i love setting a few parameters and just watching stuf happen. it gives a sense of reality when you throw a ball at a wall and it crumbles. and this, is why i love PFlow.
recently i've been working on a small personal project, mainly to hone my own skills, but also for the entertainment of my friends. a large portion of this planned animation includes explosions...lots of them, mainly head explosions.
initially i was using PArray but soon learnt that is is quite obselete and moved right onto PFlow.
enough rambling lets get to the point.
I use a standard deflector, gravity, and Pflow to simulate an explosion of particles outwards in random 3d directions.
i then use a basic collision spawn and collision to make the particles "splatter" when they hit the ground.
now, my questions are as follows
a. i want to make my particles hit walls and other objects, but have them "splat" and then "slide" but not drop entirely to the ground.
so far i tried using a gravity on the walls with a small falloff, that was working reasonably well but it wont help when it comes to other objcts (e.g people, desks, lamps, etc)
b.i'm having alot of smaller issues with my cillisions, the particles either dont respond to the deflector friction or just stop entirely. the initial particle and the spawned ones.
i guess i just need some good PFlow collision tuts, i couldnt see really any when i searched.
c.this can probably be solved as above, but i want to have mutliple collisions, one on first (make some medium sized blobs to make the "splat") then one on every collision afterwards (all progressively smaller to simulate trails)
sorry if it was really long winded but im that sort of guy, i enjoy explaining things to a certain depth, i think all modellers need a level of precision.
i thank you all in advance if you see fit to help out, any sugestions i would love and cant wait to start learning.
oh and afterwards i plan to write an extensive video tutorial as i think alot of people would benefit from an in depth look at particle spawn, especially when it refers to "organic" blood splatters.
