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naik
02-16-2011, 11:19 PM
Hey guys,

I have a bit trouble with a particle sim.

Imagine a box which is subdiveded in 50 polys.
Now i have seperated each poly to a separate object.
Then i have animated a deflector which starts at the
top and moves down to the bottom. My collision
Test sends them to the next event which includes
a Force op ( vortex, wind)
The effect is that the sep. Polys start to fly
away and swirl around. So far so good.

But how do i Slow down the Animation by 60% for
example. I want the exact animation but only
a hack to slow everything down.

I know the drag op. hack. Also the mesher comp. option.
But the problem is ( with the drag ) that it also changes the style
of the particle simulation.
It would be cool to drop down the particle speed
by 30 / 60 / 80% ?

I Hope you get what i mean guys.

cheers

naik

naik
02-17-2011, 07:21 AM
hm i just the saw and totally forgot the freebie ops at orbaz site.
Looks that the stop / stop gradually can help me out.

naik
02-17-2011, 02:44 PM
hey guys,

i don't why, but there is something i'm missing here.
I just can't handle the animation to slow down.

Even with the stop gradually operator.
It seems that the stop gradually operator just slows the
particles down at the very end. But inbetween there seems
to be no slow down at all! And therefore it always looks to sudden.

My Slowdown Start Time is set to Event Duration and
Event Time = 0 ( this is also the last event in my pflow graph)
The Stop Time is set to 100

I just don't get it, this simple task can not be that difficult.

My

Any hints on that guys?

cheers

naik

JohnnyRandom
02-18-2011, 06:58 PM
Here is an example:

naik
02-19-2011, 04:43 PM
Thanks John.

Actually my setup looks the same.
But when you add 1-2 force operators in the second event ( wind, vortex )
you can clearly see my problem. The particles are not getting slower.
Only at the very very end and therefore it just looks to sudden.
Is there any workaround for that?

Also, what if you want your particle animation to be exact the same and only slow
down the speed by 80%. I'm quite sure that the stop gradually operator can not
help you because it normaly slows down the speed "gradually".

I hope you get what i mean mate

cheers

naik

JohnnyRandom
02-19-2011, 06:02 PM
You cant apply forces in the same event that you are trying to slow something down, that makes no sense. Unless you are animating the force strength or the force percentage value and the influence offsets. Applying forces is constant to an event so you are saying particle go this fast oh and slow down at the same time, the two operators are battling each other. The only reason this is somewhat working for you is when the Stop Time is met in the Stop Gradually test forces the particles to stop.

If you just want the particle to slow down yet continue moving the way it is adjust the actual forces parameters or the force influence percentage in the operator :)

haavard
02-19-2011, 07:37 PM
If you want your particles to speed down just once, a script operator would suffice.
E.g if you want them to slow down the moment they enter a new event:
on ChannelsUsed pCont do
(
pCont.useEventTime = true
pCont.useSpeed = true
)

on Init pCont do
(

)

on Proceed pCont do
(
count = pCont.numParticles()
slowDown = 0.8

for i in 1 to count do
(
pCont.particleIndex = i
if pCont.particleEventTime == 0 then
pCont.particleSpeed *= slowDown
)
)

on Release pCont do
(

)

You could do something similar if you want them to gradually slow down:

on ChannelsUsed pCont do
(
pCont.useSpeed = true
)

on Init pCont do
(

)

on Proceed pCont do
(
count = pCont.numParticles()
slowDown = 0.1

for i in 1 to count do
(
pCont.particleIndex = i
pCont.particleSpeed += -pCont.particleSpeed * slowDown
)
)

on Release pCont do
(

)

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