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chad
01-26-2008, 05:07 PM
So here is our dilemma. We are creating a grid array of instanced boxes all with mixed shaders (about five different materials to be exact). These boxes need to sit dormant for about five seconds then randomly rotate on X 180 degrees. In mid flip these boxes shaders change all to the same shader. Picture an array of red, white, and green boxes. After five seconds they all flip in X (at random times or perhaps a collision test) and become blue boxes.




Using Bobo's object vertex birth script, we've been able to get the array working and most of it close. We don't currently own Orbaz Box #3 and cannot find the Position Object+ operator for Max2008. The trouble we run into is making the switch from the dormant boxes to the ones that rotate in X. After the age test, the second instance operator changes where the particles sit and causes a pop in their shaders.




Any help would be greatly appreciated.




-chad

Bobo
01-26-2008, 07:32 PM
Using Bobo's object vertex birth script, we've been able to get the array working and most of it close. We don't currently own Orbaz Box #3 and cannot find the Position Object+ operator for Max2008. The trouble we run into is making the switch from the dormant boxes to the ones that rotate in X. After the age test, the second instance operator changes where the particles sit and causes a pop in their shaders.


When you send a particle to the next event, DON'T specify a new position. In the first event, you specify the original grid. In the second event, you specify a Go To Rotation and rotate at 180 degrees, or just add a spin with the number of degrees per second and stop the particles from rotating using another Age Test. For example, at Film FPS of 24, if you set the Spin to 180 degrees, you can set the Age Test to 24 frames and send out to a third event where you kill the rotation again. But you don't have to specify a position ever again, only in the first (initial) event. Or am I missing something?

Btw, plugins for Max 9 work in 2008, so if you find an operator for 9, you are set.

chad
01-26-2008, 07:56 PM
When you send a particle to the next event, DON'T specify a new position. In the first event, you specify the original grid. In the second event, you specify a Go To Rotation and rotate at 180 degrees, or just add a spin with the number of degrees per second and stop the particles from rotating using another Age Test. For example, at Film FPS of 24, if you set the Spin to 180 degrees, you can set the Age Test to 24 frames and send out to a third event where you kill the rotation again. But you don't have to specify a position ever again, only in the first (initial) event. Or am I missing something?

Btw, plugins for Max 9 work in 2008, so if you find an operator for 9, you are set.

Sorry, what i meant was that the second instance grabs different objects and thier shaders. The position does not change but they pop cuz the system is picking a different instance to put on that vert.

Bobo
01-26-2008, 08:41 PM
Sorry, what i meant was that the second instance grabs different objects and thier shaders. The position does not change but they pop cuz the system is picking a different instance to put on that vert.

Why do you NEED different instances in the second event? The shape should travel with the object through the flow if assigned in the first event. Just assign a new Material to all particles in the second event and they will change color without picking a new shape.

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01-26-2008, 08:41 PM
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