Hello,
I am trying to simulate many golden rhombi (GR’s) moving from one point to assemble into a number of quite a complex forms, made from hexacontahedrons (among other things) using maya (2014) dynamics. Each GR needs to end up in a specific place with a specific orientation.
Since I have already constructed the end results (sometimes from hundreds of individual polygon meshes) I have the theory (as a relative newbie with maya dynamics) that I can do the following:
- Assign each end position object (v simple polygon meshes) a particle.
- Assign all the particles a single goal end position.
- Create curves as motion paths from the movement of the particles.
- Attach the objects to the motion paths.
- delete the particle system.
- Then perhaps make the curves dynamic and play around with that.
- Create the animation cache and reverse the keyframes.
I have issues with 1. and 4.
-
Can anyone tell me how I can in a procedural way attach single particles to a crowd of meshes? I am guessing I might first need to attach a locator to the pivot point of the mesh?
I really don’t want to do this by eye-balling though. -
The other thing I would like to automate is making multiple motion paths by attaching objects to the open control vertex that rests at its pivot? Am I dreaming here?
If anyone can direct me on either of these issues I would be hugely grateful.
Kind regards,
Tom
