Positioning particles

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  03 March 2013
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
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Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
  03 March 2013
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.
 
  03 March 2013
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
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Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
  03 March 2013
Ah I see it's a plugin.
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Spencer Carpenter
Freelance 3D Artist
www.spencercarpenter.co.uk
spencer@spencercarpenter.co.uk
 
  03 March 2013
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:


   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.
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  03 March 2013
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
 
  03 March 2013
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.
 
  03 March 2013
Box #2 is mParticles in the 2013 SAP/Extension/whatever it is called this year.

-Eric
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"The Evil Monkey hiding in your closet."
 
  03 March 2013
no problem, file it away in the useful things list

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!
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poof ~>Vimeo<~
 
  03 March 2013
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