Camera aligned map? Animation, particles, riddles!

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  03 March 2013
Thumbs down Camera aligned map? Animation, particles, riddles!

Hello everyone

I cant figure out - how to make a map on particles orient to camera. The case is - particles represent molecules, flying around, randomly rotating and bouncing. And every atom has it's letter, which has to be always aligned to my camera.

I think I'll do it with Thinking Particles. But I'll not have control over individual atoms, as I only know the way of single mesh instancing, so - one molecule = one particle. That's why I am digging to mapping , but no luck yet.



Please, help
 
  03 March 2013
If your using particle flow could you disable the relevant rotation so they always face the camera?

sdsmax ships with an example particle flow scenes one of those is about orienting particles to the camera. I would look for that as a guide to setup your scene.
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  03 March 2013
Originally Posted by Anthonyy: If your using particle flow could you disable the relevant rotation so they always face the camera?

sdsmax ships with an example particle flow scenes one of those is about orienting particles to the camera. I would look for that as a guide to setup your scene.


it's not a solution for my case, really. Molecules are 3-dimensional structures with links between them. So I cant fix orientation of the whole structure - it will be much less realistic. Instead I would like to somehow orient individual atoms or textures on them - but I don't know the way
 
  03 March 2013
Do you really need to SEE those rotations and spins. Cause they are barely visible (if at all) on a perfect spheres). If not - you don't need to alter mapping.
Cache dynset with particles and then alter cached particles orientation towards the camera
 
  03 March 2013
Originally Posted by 3ak: Do you really need to SEE those rotations and spins. Cause they are barely visible (if at all) on a perfect spheres). If not - you don't need to alter mapping.
Cache dynset with particles and then alter cached particles orientation towards the camera

Yes, I do need to see rotations, because it's not spheres are rotating, but the whole structure, containing two, three and more connected spheres-atoms. That's why the solution is kinda complicated. Looks like I've got something working in TP...

Last edited by crisalid : 03 March 2013 at 06:37 PM.
 
  03 March 2013
You can fix all UVW maps looking to the camera. Add the same LookAt constraints to all UVW modifiers.
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  03 March 2013
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