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Mamvel

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Hello!

i use flip solver

needs translating little knot of particles to big knot for

fusion/ like in movie ''terminator 2''

can you say how it make?

one guy told about "initialize velocity" but this parameter works for all particles

Edited by Mamvel
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Ok so what I'd do is create a volume of points that move with the animation (in SOPs, using lattice on points mode, there are other ways, but this is the simplest). So you have a volume of points moving with your animation, but not changing point numbers.

Now in the flip DOP, you'll probably want to use a SOP solver, or maybe in POPs (all in DOPs of course). In the SOP solver you can specify which will just use the default position of the point, or whether it should use the position calculated by the FLIP solver.

To get the points to move to the destination, subtract current position from rest position (the position it's at at SOP level) which will give you the direction and magnitude to the destination. Then you can move it a percentage towards it (multiply by 0.05 for instance). So the points that are dynamic will move gradually towards where they are meant to be. When they come close you can then just turn of dynamics for that point and use the position from SOPs.

So in short, create points that follow animation, in FLIP decide which need to be dynamic and which static, move points gradually towards animation position of each point using the ID.

Christian

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