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Martin Andersen
09-03-2003, 10:03 PM
Is there anyway that I can turn eatch particle in a particle system into a seperate objekt ???:wavey:

it doesn't matter if it is light objects or boxes... just aslong as there is a objekt following eatch particle...

hope someone can help me ??? :applause:

Joel Hooks
09-04-2003, 12:23 AM
Particle Type> Instanced Geometry?

I believe it was sand blaster (particle studio?) that would allow you to shoot lights (anything) as particles. It's been awhile since I've used it though..

Martin Andersen
09-04-2003, 12:26 AM
not instance... I mean that every particle is a seperate object for itself

Bobo
09-04-2003, 01:31 AM
Originally posted by Martin Andersen
not instance... I mean that every particle is a seperate object for itself

This would be a sort of oximoron, as a particle system is by definition a single object controlling a multitude of particles which are not separate but parts of the system.

But there are ways to fake this. If you take a look at the Scripts\Examples directory, you will find a script called "Example_ParticleObjects.ms" written by John Wainwright. This script first came with MAX 2.0 (!) and can be used to place objects at particles' positions, for example multiple lights etc.

If you are using Particle Flow, you can write a short scripted operator that would move objects to the particles' positions, too.
Also see the example of a camera "riding" a single particle I have on my site ("Ride The Flow" tutorial). You could do this with any number of objects and particles by just defining an array and looping through all particles to assign the position of the current particle to the position of the corresponding object in the array...

Martin Andersen
09-04-2003, 01:56 AM
wow Bobo u RULE MANNN... I just twisted my own brain 180 degrees, so I have also found another possible way to do it :-)

Goes líke this:

3 objects:

1. particle system (using triangle as object)
2. Compounds Objects > "Mesher" object that turns the particle system into a Mesh
3. A Box, light, particle systems or whatever object we want to attach to a single particle... (this object have a Position Attachment controller on, Attach to, select the "mesher" object. Click the Set Position object. and select face mode, here we can select what face number on the particle system our object should be attached to)


So we have converted the particle system into a Mesh, and remember all the particles in this system is made of single Triangels. So eatch particl have its own particle Face number. This mean that we can use our object with the Attachment controller to define what face number this object should be attached to on the particle system....

I don't know if I just reinvented the wheel, but what the h*** its good to think...

What soloution do you think will run fastest... for like 100 objects/single particels ???


Hehe and here for some scripting... please don't lought hehehehe

If I ex. have a box called AttBox and it does allready have a Attachment controller setup. Make like 25 copies. A box per particle face. Then it is only the Face number that have to be changed. That will MAYbe look something like this ??? :



SelectedAttOjb = (getSelection $) as array

for i in 1 to SelectedAttOjb.Count do ("$AttBox[i]" + "Controller.Attachment.face[i]")


hehe
:wavey:

Martin Andersen
09-04-2003, 02:36 AM
Just a note, I did an example on the thing that I described:
Here is a box that is set to use Face 5. The problem is that face/particle 5 is first born at frame 40. So the box is forced to jumb to the lowest born face. :wip:

Divx 300 kb:
www.3d-designer.dk/temp/Jumping_facenumber_deleteme.avi

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