CGTalk > Software > Autodesk 3ds max
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
Thread Tools Search this Thread Display Modes
Old 09-25-2013, 12:43 PM   #1
New Member
United Kingdom
Join Date: Sep 2013
Posts: 6
Tickerboard animation

Hi guys,

Im trying to achieve an effect a bit like this in CG:

The main reasons I'm using 3DS Max for this and not After Effects is because of the double sided nature of the cards and the z-depth overlap they have on each other when they turn.

I wanted to have a lot of control over the shape of the "wave" as it moves across the board so i thought either using a black and white mask texture or volume select would be the best options.

Im struggling at a base level to even achieve the effect of the cards flipping over. Im using particle effects currently and have them scattered over a grid, but i cant work out how to make them rotate with a controller. Is there any other nifty solution other than particles you guys can think of? Will i have to buy thinkingparticles to achieve this possibly?

Any advice would be greatly appreciated,
Old 09-27-2013, 04:16 PM   #2
New Member
United Kingdom
Join Date: Sep 2013
Posts: 6
Hey guys,

I just thought i would report back with my results. I ended up solving the problem with a simple plane (grid), particle effects and deflectors.

Here is my particle view:

Turns out it was really simple with the help of the Go To Rotation function, super awesome ! This birth script I stole from somewhere:

on ChannelsUsed pCont do ( pCont.useposition = true ) on Init pCont do ( global pflowguide = $guide2 ) on Proceed pCont do ( if pflowguide != undefined do ( t = pCont.getTimeStart() as float NumVerts = getNumVerts pflowguide if t < 0 do ( for i = 1 to NumVerts do ( pCont.AddParticle() pCont.particleIndex = pCont.NumParticles() pCont.particleposition = polyop.getVert pflowguide i ) ) ) ) on Release pCont do ()

It is very useful because it makes sure 1 particle is placed on every vertex of the target object rather than just sorta randomly placing them like the normal birth function seems to do...

Here is a little viewport render that i messed up a bit and cba re-doing, but it shows off the effect in action:

Old 09-27-2013, 04:16 PM   #3
CGTalk Moderation
CGTalk Forum Leader
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

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.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 05:37 PM.

Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.