hopbin9 Posted February 14, 2011 Share Posted February 14, 2011 Hi, Are there any tutorials out there on getting particles to form into different shapes. Like spheres, boxes or letters. I need to do something like that. Thanks, Quote Link to comment Share on other sites More sharing options...
Macha Posted February 14, 2011 Share Posted February 14, 2011 (edited) Try blendshape and attribute transfers (P). Or run sim in reverse Edited February 14, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
symek Posted February 14, 2011 Share Posted February 14, 2011 There used to be such tutorial in pdf, though it can be little outdated, it's here: http://www.4shared.com/document/xPPzwy1e/pops_text4.html There are a couple of ways for doing this, for example: let's say you know landing spot for every particle, because you've been cheating and you scattered points on a surface, one for every particle. Knowing this during a simulation (in VOP POP) for every point you find a position of its target. Subtracting both positions you get a vector pointing directly to particle target. Say, you scale it down, and use it as an acceleration lerped with a rest of simulation forces. Quote Link to comment Share on other sites More sharing options...
Macha Posted February 15, 2011 Share Posted February 15, 2011 (edited) Symek-inspired solution (I like it): force.hip Edited February 15, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted February 15, 2011 Author Share Posted February 15, 2011 Yea, calculating a vector might be a good idea except that it will be hard to get them to go stop at the object or go towards the right point when other forces are applied. @Macha - running it in reverse might be the approach I take . I was also thinking that might work. Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted February 15, 2011 Author Share Posted February 15, 2011 Symek-inspired solution (I like it): You're awesome! Why did you use the Rest SOP, and not just create a new attribute? Quote Link to comment Share on other sites More sharing options...
Macha Posted February 15, 2011 Share Posted February 15, 2011 The rest sop does it by default, so I deemed it easier for this purpose. I attached another file where they stop when they reach the target, but you are right, it's hard to control, depending on what exactly you want, but it's an idea! forcestop.hip Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted February 15, 2011 Author Share Posted February 15, 2011 The rest sop does it by default, so I deemed it easier for this purpose. I attached another file where they stop when they reach the target, but you are right, it's hard to control, depending on what exactly you want, but it's an idea! Oh that is very cool. What is the different between Point Velocity and Point Acceleration? Quote Link to comment Share on other sites More sharing options...
Macha Posted February 15, 2011 Share Posted February 15, 2011 (edited) Acceleration is the rate of change of velocity. In pop context I think of it as another word for "force" (actually, force is acceleration times mass). Often when I want a custom force I change this attribute. I have a feeling that the force pop and the drag pop are basically just accelerations. Edited February 15, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
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