@Andrew, you can export it as mp4 h264.
Jonas, here is a new scene. Now the speed is constant. In the other scene the speed was going up and down, and that changed the direction of the spin.
@Andrew, you can export it as mp4 h264.
Jonas, here is a new scene. Now the speed is constant. In the other scene the speed was going up and down, and that changed the direction of the spin.
I think I just used avi from camtasia for my vimeo tutorial… it’s been a while since i’ve done it, I’m sure there is some freeware to convert into h264 if not
well… that’s not really what i’m after…
These leaves rotation is hardcoded to be age*velocity, and to get rid of the jittering you lock the velocity to a specific speed, witch might work in many cases, but it doesn’t really give me any insight in how to do it in a “correct” way, where the spin speed and the velocity can be dynamic.
Find some quick solution with scripted tp operator to emit from visible object edges.
You need to place it like in picture and select object from operator.
Object must be Editable poly and stay selected (I change this later)
If you guys have another idea how to get random point3 from edges please write me:)
For now I use a Editable poly instruments for that
Files:test scene 3dmax 2011 - TP4 , ms - this is the scripted op.
Also you can connect Counter with frame interval to Cache Time - and here you go.
Find some bad empty computing in loop :banghead:
so now its calculate much faster then previous
Thanks Andrew.
I start to write script for manage TP groups and DynSets.
Is there any good free scripts to do that? So i’m not doing unnecessary job.
What ideas you have for manageing? The only thing i can think of is auto pathing the cache directory. Not to sure of whats out there…
I mean to have quick access to some properties of TP .
At scriptspot available some scripts. I use this master control and there one beast for scripting…maybe you will have some new ideas looking at these things…
Cool scripts I see them earlier. ![]()
I’m trying to do like first “master control” , but more complicated :arteest:
The scripts included with the “TP 4.0 for Production 1.0” DVD are pretty handy for most of these things.
Hey, thanks for trying, but here you get the particles not aligning to the direction of travel, the direction change is really small, so it’s hard to see, but if you look closely on a particle, (or increase the turbulence vs. the gravity/wind), you’ll see that as soon as the particles change direction of travel, they start to wobble. 
Hello guys! (and sorry for my english=)
I’m new to the industry and tP in particular so my question is 99% stupid, but anyway…)
I’ve read earlier in this thread someone tried to switch group of the particle over time. I tried to recreate it. Here is my setup (pretty easy and straighforward).
I tried to use Memory node to store some kind of “Changed” bool. But it just changes back and forth with the particle.
How should i twist my logic to avoid such situations?
Thanks in advance.
p.s. oh, and if someone have thoughts about equations on this example i would be grateful
UPDATE.: did it) maybe some shorter way??
I think your going about it in a very very complex way.
Spawn particles in group 1
If they are 10 frames old, put them in group 2
if group 2 is 2 frames old put them in group 1
You can do this with timers, or by reseting the age as it eneters the group, and then test against the age.
Ill attach a scene file shortly.
-Andrew
Thanks Andrew.
So how to implement such statement:
[b]IF particles is in Group1 then switch them to Group2 else switch from Group2 to Group1 and do it every Nth time
[/b]and not just[b]
Switch groups every Nth seconds
[/b]
Maybe it’s a bit boring and useless but i’m trying to understand logic behind tP [b]=)
[/b]2)Thanks for your tutorials.
and i have one question - why did you recreate all this Bezier sh*t in Missile tutorial if you could just use spline object as path? Just another approach?
Anyway i wish you will have time and effort to continue these tuts=)