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object space variance


poppy

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You wan't velocity to be in object space? I think you are thinking in a wrong way at the moment.

Well, what I really want is a way to adjust the particle look. Say, a moving bug spray , I wanted to control the spray. If the nozzle was facing world space x,y,z directly to make it spread and continue nicely , I just apply the variance x,y,x, right? But, if it moving? How can I do it the right way? :blink:

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why don't you bring in the spray geometry into sops using an object merge set the Transform parameter to "into this object".

This will give you a moving emitter that is disconnected from whatever animation you have at object level.

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why don't you bring in the spray geometry into sops using an object merge set the Transform parameter to "into this object".

This will give you a moving emitter that is disconnected from whatever animation you have at object level.

Hey pclaes, Thanks for advice. Could you please have look at my file?

thanks

spray.hipnc

Edited by poppy
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If you create a vector attribute, before the animation, the vectors will stay oriented in the direction you want when you apply the animation. Use this vector as your velocity.

When it comes to POPs, the birthed particles will use the point normal attribute 'N' to inherit velocity from, if it exists.

I gave your emitter point normals, and now the particles use those vectors to inherit velocity.

spray_ac.hipnc

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If you create a vector attribute, before the animation, the vectors will stay oriented in the direction you want when you apply the animation. Use this vector as your velocity.

When it comes to POPs, the birthed particles will use the point normal attribute 'N' to inherit velocity from, if it exists.

I gave your emitter point normals, and now the particles use those vectors to inherit velocity.

thanks Loudsubs and Erik_JE this really teach me alot wow 1 :D

So just repeat what I understood from your hipnc here. You created Point node and set the position to emitter's TX Y Z. This Point node will tell where the emitter normal is in world space - this is inherited. Then when I use "add to inherited transform" in popnet Source, it add parameters to the value from point node.

I got it correct, right? :)

Edited by poppy
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