Thinking Particles


#541

Find some issue
Edit poly geo fragment with VB op. Then when place particles on edges of this frags they born on tris edges, not quads what not really that I want :shrug: Why it’s happens ?

http://img571.imageshack.us/img571/7940/tris.jpg


#542

No prob man. Just some more info, we (Ari and I… but really mostly if not all Ari) were playing with a script to set it up for you. It breaks down like this (this is from my terrible memory): Have each piece as it’s own object -> with a regular hierarchy and/or a tree view you put the objects into the list (mimick the hfragmenter ui) -> it will merge the model together, putting each piece into a new single mesh, while putting together the fragmod hierarchy. I can’t remember if it added stuff to the fragmod on the fly after merging each piece or if we stored face numbers in an array for each new object that gets added… either way with a good enough script you should be able to have a set of objects, click a button and get your fragmod all updated and ready to go. The benefit of this is that you no longer have to deal with polys and elements of a massive mesh (for big setups of course). You can deal with individual objects and modify them / add new objects on the fly instead of dealing with one big mesh every time you need to modify something. Can you imagine working on a building collapse, setting up each element manually, then getting a model change on the building? Not fun. :slight_smile: Come to think of it, we had a really nice handful of scripts at the end of 2012… too bad they’ll likely never be made public. :hmm:


#543

Ah excellent tips.

I’m working on something like that at the moment. Trying to get a good workflow on how to break a building. So I’m in uncharted terrirtory for the moment. lol. But hopefully at the end of this I’ll have some really good scripts and workflow I can release to the public. Ill let u know soon as its done so you can offer some feedback. Do you know what forums Ari hangs out on? Is he on cgfluids? I forgot my login details there. :S

-Andrew


#544

I don’t think he’s around the forums much these days. I’d probably still go for a non-hfragmenter route for buildings, but that’s just my opinion. :slight_smile:


#545

Ah man this h fragmenter is just to damn handy to art direct an rbd sim. You dont know how to do the run the TP collapse via mxs do you?

-Andrew


#546

Honestly, Hfragmenter is a mess and causes me nothing but problems. OBj2Part it is, too bad, so much potential.


#547

You don’t really need it, I think O2P and juggling particle states gets you a long way indeed.


#548

Hi,

I have a scene with a few dynamic sets, each one crate a grid of cube inside a box using the volume position raster value.
i need an option to control all of the volume position raster values using an integer or float node.
the volume position does not let anything to connect to this value from outside the node.

is it possible ?

Thanks in advanced.

Dror.


#549

yeah it sucks that it’s not exposed.you can make a float node and instance it’s controller on the volume pos spinner.


#550

How would one go about making leaves falling through the air with the leaf z axis being aligned to the direction of travel and having a spin around the z axis multiplied by the speed of the leaf.
I’m having the issue since if you use both a alignment node and a spin node, the spin node will be overwritten by the alignment node.
The solution I see is animating the spin z value in the alignment node, but the doesn’t sound like a good solution to me, since the spin then would be a constant value. :curious:
does anyone have an awesome solution to this?


#551

Thinking Particles are more sexy in Cinema 4D


#552

Probably because it’s version 2, so it’s younger:)

On the spin question-you could use another particle group as guides, decouple the facing up from the spin.


#553

what do you mean decouple the facing up?
I tried the dual particle setup, but no matter what i do i either turn up with wobbling leaves as soon as the direction changes, or the particles spin is overwritten every sample by an alignment operation.
would you mind setting up a scene showing what you mean?
I’ll give you a free beer drinking smiley for it :beer:


#554

I’m now on vacation, remind me again in a week, and I can set you up a scene.


#555

lol…
C4D troll.


#556

Hi,*
*
I have cached a dynamic set going from 1 - 20 frames. than i take that cache and position it on a sphere animated on a path going from 1 - 1000 frames. so far so good.
Now i need the cached particles to start from the beginig every time they reach the end of the cached files. i could manage to hold them at frame 1 or a the end or kill them but could not make them start from the begining …
*
How should i make it happen ?
*
Thanks.*
*


#557

Hi, Im tryin’ to make my particles blending from one shape to another. I’ve got Box and Sphere fragmented by VolumeBreaker and I want every each fragment of BOX to change shape in fly to shape of particles from the SPHERE. Just like blurp but with more control of fragments’ shape :slight_smile:

Is it possible? Any ideas how to make it?


#558

Hi everybody. I have shot with 10 running rhinos. My point is to create dirt and flying rocks from their foots when they touch the ground. Can you give me few tips on how to create this complex TP setup. Right now i have geometry emitters attached to theirs foot bottom and trying to activate them when they intersect the ground (or inMesh), but how can i activate them all in one system (not creating 40 nodes and born operators for each)? Groups of geos are not understanded (in my setup variations) by Node with Intersect operator, also trying ObjToParticles and VertToParticles for my emitters, but cant make inherit my particles of geometry position (again not creating 40 nodes for each emiters geo). How???


#559

here you go for starting point!


#560

Hi,*
*
I have cached a dynamic set going from 1 - 20 frames. than i take that cache and position it on a sphere animated on a path going from 1 - 1000 frames. so far so good.
Now i need the cached particles to start from the beginig every time they reach the end of the cached files. i could manage to hold them at frame 1 or a the end or kill them but could not make them start from the begining …
*
How should i make it happen ?
*
Thanks.*

I believe this can be achived witha modulus function going into the time input.

Hi, Im tryin’ to make my particles blending from one shape to another. I’ve got Box and Sphere fragmented by VolumeBreaker and I want every each fragment of BOX to change shape in fly to shape of particles from the SPHERE. Just like blurp but with more control of fragments’ shape :slight_smile:

Is it possible? Any ideas how to make it?

I would look into the shape blend node. This is can be a very very complex effect. I recomned haveing the same amount of fragments. You could right a script that morphs one shape into the other. and then set it up with obj2particle and a geo instance node.