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Basic POP question *noob*


hopbin9

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There used to be such tutorial in pdf, though it can be little outdated, it's here: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.

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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.

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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?

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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 by Macha
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