PDA

View Full Version : Particle object following the surface


nedgin
10-04-2010, 11:35 AM
Hello, Everyone thanks for reading the thread

I really need big help from you guys

I want the partcle object to follow the surface

for example, I have arm and I want the particle object to follow that surface

http://i276.photobucket.com/albums/kk20/aswexran/2-1.jpg[/url]

this is the top view, it seems the object is following the surface correctly but if you look at the side

http://i276.photobucket.com/albums/kk20/aswexran/1-1.jpg[url="http://i276.photobucket.com/albums/kk20/aswexran/1-1.jpg"] (http://i276.photobucket.com/albums/kk20/aswexran/2-1.jpg)

it looks like this it looks like a hair is coming out of the arm, please help me out

thanks



p.s by the way, arms going to be in animation, so I need the object follow through the arm's surface

JohnnyRandom
10-04-2010, 05:58 PM
How about a rotation operator, rotate on X,Y, or Z 90 degrees whichever gets your particles to orient the way you want them, and set the operator to Speed Space Follow. That might do the trick.

nedgin
10-05-2010, 12:49 AM
thank you so much for helping me out,

but it only works in few parts,

it works well at the side of the arm but other parts are still not surrounding the arm :(

if there is any other suggestion it would be great :)

charleyc
10-05-2010, 07:10 PM
Do you have Box3 by any chance? There are a some issues with the Speed Space Follow Op that can be easily fixed with a box3 Data Op. Simply cross (vector product in box3) the speed vector with the geometry normal vector and use that to build a matrix (convert Vector to Matrix), make sure to Normalize each vector before you build the matrix or you will get a strange scale. The vector order you assign to the axis of the matrix will determine the orientation of the particle. So basically the front axis of your particle should get the speed vector, the top gets the geo normal and the side gets the crossed vector.

One more note...not sure if you are using Lock Bond, but if so, you need to set the rotation Force % to 0 so it doesn't conflict with the other rotation ops.

CGTalk Moderation
10-05-2010, 07:10 PM
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.