CGTalk > Software > Autodesk 3ds max
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 03-12-2013, 03:33 PM   #1
Snape
Frequenter
 
Snape's Avatar
portfolio
Spencer Carpenter
3D Animation and Brand Designer
United Kingdom
 
Join Date: Sep 2002
Posts: 280
Positioning particles

Hi,

Does anybody know how to position a group of particles so they match their original arrangement in the group they were instanced from when using the 'shape instance' operator?

I'm needing to show the geometry of a fractured object but need the fractured pieces to be together in their 'pre exploded' state to start off with.

Thanks for any advice here.

Spencer
__________________
Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
Old 03-12-2013, 04:44 PM   #2
robinb
Expert
 
Join Date: Jul 2003
Posts: 2,925
Particle Flow Box #2 will do that. Do you have access to that?

And do they need to be particles? Will simple keyframed objects not do? That's what Rayfire, massFX and other destruction tools produce.
 
Old 03-12-2013, 05:33 PM   #3
Snape
Frequenter
 
Snape's Avatar
portfolio
Spencer Carpenter
3D Animation and Brand Designer
United Kingdom
 
Join Date: Sep 2002
Posts: 280
Hi robin,

Thanks for your reply.

No I haven't got that. Is that something I should have access to being on subscription or is it a plugin?

Well I would be able to produce what I want with pflow if I could solve this part of the puzzle whereas Mass fx is new to me. It's not a classic fracture/explosion situation either, the simulation I'm going for is a bunch of particles being scraped off a pipe...

Thanks again

Spencer
__________________
Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
Old 03-12-2013, 06:21 PM   #4
Snape
Frequenter
 
Snape's Avatar
portfolio
Spencer Carpenter
3D Animation and Brand Designer
United Kingdom
 
Join Date: Sep 2002
Posts: 280
Ah I see it's a plugin.
__________________
Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
Old 03-12-2013, 06:39 PM   #5
JohnnyRandom
Configurator
 
JohnnyRandom's Avatar
portfolio
John Rand
still wandering the binary void
salt lake city, USA
 
Join Date: Oct 2003
Posts: 5,000
Script Vector channel. You store the position at some time then recall it later. There are four channels + subchannels you can use to store given or arbitrary channel data. They vector, integer, float, and matrix.

A simple way for instance to store the positions once a particle enters a new event, a script operator could look like this:

Code:
on ChannelsUsed pCont do ( pCont.useVector = true --enable the Vector Channel pCont.usePosition = true --enable the Position channel ) on Init pCont do () on Proceed pCont do ( count = pCont.NumParticles() -- count all the particles for i in 1 to count do -- loop through all the particles ( pCont.particleIndex = i --set an index for the individual particle if pCont.isParticleNew i == true then -- continue if new in event ( pCont.particleVector = pCont.particlePosition -- Stores is position format "pID % |pPos % \n" i pCont.particleVector -- verify the data ) ) ) on Release pCont do ()


You can then set the position by reading back the data with another script operator or with the Script Vector channel within the Find Target test. Search around there are a bunch of posts on Find Target and Script Vector.

You can also store rotations.
__________________
poof ~>Vimeo<~
 
Old 03-13-2013, 07:35 AM   #6
Snape
Frequenter
 
Snape's Avatar
portfolio
Spencer Carpenter
3D Animation and Brand Designer
United Kingdom
 
Join Date: Sep 2002
Posts: 280
Thank you for this Jonny.

I was rushing about a bit yesterday and had to find a quick solution before I saw your post.

In the end I had to manually separate the fracture pieces into small groups then make each group of objects share the same pivot. This enabled me to ensure all the pieces where in the correct place at the start but by no means was it a decent solution.

Thanks again I will note your suggestion for next time.
__________________
Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
Old 03-13-2013, 03:15 PM   #7
robinb
Expert
 
Join Date: Jul 2003
Posts: 2,925
Quote:
Originally Posted by Snape
Ah I see it's a plugin.


Yes, but it's part of the subscription package these days. I think. i lost track a bit. But yeah if you're on subscription I think you can download it.

But if you found a solution already, that's cool.
 
Old 03-13-2013, 03:22 PM   #8
PiXeL_MoNKeY
Expert
 
PiXeL_MoNKeY's Avatar
Eric Craft
Dallas, USA
 
Join Date: Mar 2002
Posts: 5,668
Box #2 is mParticles in the 2013 SAP/Extension/whatever it is called this year.

-Eric
__________________
"The Evil Monkey hiding in your closet."
 
Old 03-14-2013, 02:55 AM   #9
JohnnyRandom
Configurator
 
JohnnyRandom's Avatar
portfolio
John Rand
still wandering the binary void
salt lake city, USA
 
Join Date: Oct 2003
Posts: 5,000
no problem, file it away in the useful things list

Quote:
Originally Posted by PiXeL_MoNKeY
Box #2 is mParticles in the 2013 SAP/Extension/whatever it is called this year.


Haha it is definitely having a minor naming crisis!
__________________
poof ~>Vimeo<~
 
Old 03-14-2013, 02:55 AM   #10
CGTalk Moderation
Expert
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
CGSociety
Society of Digital Artists
www.cgsociety.org

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

All times are GMT. The time now is 02:01 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.