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ronnietoon
05-25-2008, 02:26 AM
Hi everyone

I am trying to do with PF, to desintegrate an object while a deflector touch it. What i am doing is fill the emisor particle object.

What can i do to show the particles until the object desintegrate and not before?

Thank you so much

Ronnie

charleyc
05-25-2008, 05:51 PM
Keep the Shape Op out of the intial Event, only have it in the events below the Collision Test.

ronnietoon
05-26-2008, 02:47 AM
Thank you so much for your answer charleyc.

But, can you explain me the expression Shape OP?

This is my current work:

PF SOURCE 01
Render 01 (geometry)

EVENT 01
Birth 01 (At 0 T: 20000)
Position Object 01 (Sphere01)
Collision 01 (Deflector01)
Display 01 (Dots)

EVENT 02
Speed 02 (Along Icon Arrow)
Shape 01 (sphere)
Display 02 (Dots)

What i missed?..please!!

Ronnie

charleyc
05-26-2008, 05:12 PM
What you have shown is what I meant, the Shape operator in the second event. Shape Op is a Shape Operator. Perhaps I misunderstood what you wanted. I thought you wanted it so that the particles only appeared once they collided with the object sending them off to disentigrate. Do you want them visible the entire time? To do that move your Shape Operator up to the first event.

ronnietoon
05-27-2008, 12:56 AM
http://www.foro3d.com/f42/desintegracion-61704.html

This is what i am doing. In the URL, there is an image of an example of my work.
What i want to do is that the Green Zone shows a compact geometry and not looks like a particles or dots. At the same time, i want it to fade out as soon as Deflector goes down.

Green Particles is not compact all the time, whatever i do, it looks like particles and not like a compact geometry.

ronnietoon
05-27-2008, 04:55 AM
http://download.yousendit.com/8133D0141EDBBBD3 (http://download.yousendit.com/8133D0141EDBBBD3)


There is my MAX file, if you want to take a look. Thanks for you help.

Take care,

Ronnie

charleyc
05-27-2008, 06:13 AM
Ah I see. There are a number of ways to get this effect. The simplest is to match a material animating along with the Deflector so that your mesh disappears as the particles appear and fly away. Aside from that you need to up the particle count high enough so that the geometric shape appears solid (this generally does not work well for close ups). Finally, you can prefragment the geometry and use one of the scripts found here http://www.scriptspot.com/bobo/ in the Go With The Flow section to replace particle shapes with scene geometry. This is generally a rougher breaking type effect compared to the other methods.

ronnietoon
05-27-2008, 07:26 AM
Thanks, thanks a lottt, charleyc!!....I am going to work rigth now!.

Take care.

Ronnie

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