View Full Version : animating particles along surface/edges
cremulator 07-03-2009, 12:27 AM I am trying to create a particle flow that animates particles from an emitter, to an object, along that objects surface/edges/vertex points, then off the other side of the object and away.
As an example, think of a car in a wind tunnel, but the particles could define the shape by running along the edges, from closest to furthest, or from closest vertex to furthest vertex.
I have got something working by using find target & split amount, and placing target points along the object, but this will become harder as the object is more detailed.
I am guessing scripting might be the answer, but I am an extreme novice with maxscript.
Any suggestions welcome.
|
|
grury
07-03-2009, 07:51 AM
i guess u can make it without any scripting, depending on the shape and detail of your mesh.
You can use a Find Target and use the closest surface option. Then use the Lock/Bond to keep the particles on the surface and use a wind to move them across the surface, then at the other end you could have a Deflector that sends them to another event and leave the surface.
Hope it makes any sense.
cremulator
07-03-2009, 09:19 AM
Thanks Grury,
I gave that a try (except for the deflector, I couldn't work out which deflector would work) and it sticks most of the particles to the surface, but seems to favor one surface.
I am using a basic cube shape as the object test, and they seem to run along the bottom mostly.
I have uploaded a test file, in 3d max 2008 format: http://www.fileqube.com/file/uEyijk204379
What settings am I overlooking to get the particles to run over all surfaces??
grury
07-04-2009, 08:26 AM
Dont have Max at home, will put together a demo scene for you on Monday.
cremulator
07-04-2009, 09:20 AM
That would be great, thanks very much.
grury
07-06-2009, 07:58 AM
http://www.grury.me.uk/sticky_demo.rar
just something I put together very quickly. I may work or not depending on what you want to achieve.
cremulator
07-06-2009, 08:52 AM
Thanks for that Grury, that is closer to what I wanted than what I managed to achieve.
I'll keep experimenting with it, thanks for your help.
CGTalk Moderation
07-06-2009, 08:52 AM
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.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.