Scene request - been uploaded in the past


#1

Does anyone remember the scene file from some guys showreel, it was a particle flow one (obviously) with a large red structure bursting out of the ground?

The reason I need it is because for over a year now whenever I come to do something in particle flow, i cant get my objects to move in local space - they only ever seem to work in world space and I simply cannot get them to take any information from the original object, i have no idea how he got them to do it. I’ve started threads here in the past and on chaos group but nobody seems to know what sort of script would be able to do that and nothing has really helped.
Fine for an object which is just a plane, but anything else looks terrible because you have such a lack of control over whats going on and after a day or two of trying to figure it out I always have to settle with the awful version.

I do remember he had one that did it. It was with a script operator. But i dont have the file anymore, and I knew nothing about scripting when I saw it to know what it was doing.

Can anyone help?


#2

I think I know what you mean… I think the creator of that demoreel posted something (a little how-to, or a file? Dunno…) in the big PFlow-topic. Might wanna check that out.


#3

You may need to post a more specific description of what you are trying to do, but here are a few ways to transfer object transforms to particles without scripting. One way is to check Inherit Emitter Movement when using Position Object. Another way is to use Initial State birth (creativity Extension 2009) or Box1 prior to that. This has the ability to copy one particle source and lock all of their respective transforms to the overall transform of the PFSource Icon. This can then be linked to an object to inherit its transforms.


#4

Yeah, someone posted it asking how it was done and he poppud up with a stripped down scene.

I’ve had a few looks through the thread but it’s 328 pages long, and I cant think of a relevant word to search for thats not incredibly common :confused:


#5

yeah i have had this problem aswell! for example you have particles in a moving car which with the windows open so they need to move within the local space of the car and then world space when they exit.

not sure but i think what you can do is temp remove all translation from the emitter, do the particle sim, then reapply the transform to the emitter and add these transforms to the velocity channel of the particles via scripting or box3 so their position is offset with the emitter. I suppose you could also add some latency to simulate drag.

the basic tools alone won’t do it. lock to emitter and lock/bond etc are not the right thing here.

i’ve cheated stuff using these in the past but then doing an inverse transform form the emitters movement to the camera movement which works to an extent. So in effect you are stabilising the emitter and then putting the movement back in by offsetting the camera, but you have to cheat things with forces to imply the motion in any trails and its painful!

let us know if you find a solution.

cheers

paul


#6

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