View Full Version : Can particles be keyframed???

07 July 2005, 07:10 PM
Hi guys! I have some particle animation in MAX, and I wanted to know if it's possible, via MAX or via plugin/script, to 'keyframe' the movement of all particles, in order to move them when they cross some parts of my geometry.

Thanks in advance!

07 July 2005, 10:04 PM
Dude the particle thread whas just a few post on top on this post.... thake a look at it .. the answer might be there...

And as a rule try to look in the user reference first , that gives 2 advantages before posting
first: the answer might be there
second : you might get a quicker response by pressing f1... on your keyboard.

but if all esle fails try these : (

in this link fourth from the bottom is a video demo of particle

07 July 2005, 11:31 AM
Thanks for those links, dude! But do not think that I've not been looking for an answer in that loooooooong thread or MAX help file. If I ask something related to this, it's supposed to be because I've found nothing reading over the help file and other forums. Maybe you didn't understand what I was asking, or maybe I was not so clear. anyway, I don't like to double-post in several threads, so I'll wait for an answer for the question...

...'is it possible to keyframe the movement of the particles?'. I want to achieve that for avoid my particles to collide with some objects in my scene. I know there are operators and deflectors and stuff to get this, but I want to edit the movement of my particles manually.

Thanks again!

07 July 2005, 02:07 PM

07 July 2005, 07:22 AM
Good luck :thumbsup:

p.s: Buy the way Allan Mckay / charleyc /Solitude and many others have been posting to each other back and forth in the "Particle Flow Discussion (" thread, since you'r post has been online.. maybe your question might of been answered days ago if you had posted there, I noticed that you had over 60 views and and no answer.I supposed that you know that allready,or like you said you didn't mind waiting............... or maybe I just don't understand your question.

07 July 2005, 11:33 AM
Hey, sadghost, sorry for beeing so stupid when answering to you. I thank you for those links :)

07 July 2005, 08:20 PM
One thing that thinking particles has I really like is the motion inheritence node, I'm pushing to have it in one of the next sets of pflow tools suites... but it just means you can use a node for motion inheritence, so for instance you could tell particles in a certain boundy if you really wanted, to follow a specific objects animation.

Same is already applicable if you have pflow tools box set #1. It uses lock bond which you can use to have objects move or spin or whatever you want around.

Other than that, what you can do is if you don't have many particles, rather use real geometry and use a pflow script to have them attached, and just set it up to do that while they're in a certain frame range or something.

I've done things like link objects to particles and bake out their animation to keys, it's fairly easy and if that's what you want I can probably quickly write a few scripts and paste them here to do so.

But how specifically do you want to move them over a surface? Do you just want to say if they come in contact with a surface to move 5 units in X position? or? I can help you out just let me know how specifically you expect them to move, you mean over the surface (like water dripping off a surface) or just when they come in contact to move away? Gimme a more detailed explanation.



08 August 2005, 09:15 PM
Thanks for your words too, Allan :)

I've done things like link objects to particles and bake out their animation to keys, it's fairly easy and if that's what you want I can probably quickly write a few scripts and paste them here to do so.

Since I'm in production, I think I'm not be able to post here the preview, so I can send you a link via PM if you want. Anyway, I think it's easy to explain...

... I have three characters in an elevator. The elevator is full of water, and there is a vortex in the middle that makes water and particles rotate around those characters. I did a PFlow set up for that particles (there are twenty big screws that were on the floor) so when they hit a character, they stop rotating and fall on the floor smoothly, but my director wants the screws to avoid the characters. So I've been searching a way to edit 'manually' the paths generated by PFlow. All tha animation works fine, but there are four or five frames where a single screw passes through a character. That is what I wanted to solve, so I was guessing if there were any way to do it.

If you could give me a hint (as you've done already), or post here some script (i'm a super-noob at scripting), I'd be so happy... :love:


08 August 2005, 06:19 PM
I'm going to throw up shortly... very hungover today... uhhhh

typing with my eyes shut seems to ease the pain :)
so anyway.... what you could do is uhh... kill me.. um have the screws falling as they do, and have a collision object (box) around the character, and use a udeflector to make it a collision event, and bbasically if the particles go into that event have an age test and wind and have the particles slightly blow away from the character if they go into that event for a few fraems and then go back to the old event again, this way they'll kind of get a nudge in the right direction if they go near the character to correct their trajectories.. sound good?hope that made sense.. and that I can type okay :)

I hate drinking....

08 August 2005, 09:47 AM
Hey, Allan, that makes a lot of sense... I've tried it, and it does work quite good. Oh, dude, you're the best even when drunk ;););)

08 August 2005, 04:06 PM
I'm always drunk :)

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