harima Posted February 17, 2014 Share Posted February 17, 2014 Hi All The attractor node in the old POP's had this cool feature where I could stop particles when they reached the goal. Now with the new particles I cant get the same effect using the POP attract . The particles never stop at goal instead once they reach their goal they start travelling in the opposite direction and I am guessing this has to do with the dynamic context . Any ideas how I could easily achieve the same stop at goal effect besides using the old POP's? thank you 1 Quote Link to comment Share on other sites More sharing options...
merlion72 Posted April 7, 2014 Share Posted April 7, 2014 I have the same issue. Did you fix it? Quote Link to comment Share on other sites More sharing options...
MCGrund Posted April 11, 2014 Share Posted April 11, 2014 I am also interested in a solution for this. Anybody? Quote Link to comment Share on other sites More sharing options...
H2O Posted April 11, 2014 Share Posted April 11, 2014 Maybe you can calculate length between the particles and the attractor object in a vopsop (or popsop). Then you could create an attribute with this value (who goes from "max value" to "zero") and use it to kill the particles velocity softly... I never tried but maybe it works Quote Link to comment Share on other sites More sharing options...
MCGrund Posted April 11, 2014 Share Posted April 11, 2014 I found a solution or rather two. One is using a popvop and the other a popwrangle. I attached the scene file. It's Apprentice edition though. stopPopAttract.hipnc 1 Quote Link to comment Share on other sites More sharing options...
hmy911 Posted August 27, 2015 Share Posted August 27, 2015 I found a solution or rather two. One is using a popvop and the other a popwrangle. I attached the scene file. It's Apprentice edition though. pretty cool! thank you for sharing~ Quote Link to comment Share on other sites More sharing options...
fuat Posted August 28, 2015 Share Posted August 28, 2015 here´s another POPVOP solution. i changed your file a little bit and added a ramp controller for "velocity by distance to target". hope this helps fuat Fuat_MorphTarget.hipnc Quote Link to comment Share on other sites More sharing options...
MCGrund Posted August 28, 2015 Share Posted August 28, 2015 @hmy911: sure, no problem! @fuat: nice approach, probably the better solution. Quote Link to comment Share on other sites More sharing options...
fuat Posted August 28, 2015 Share Posted August 28, 2015 @hmy911: sure, no problem! @fuat: nice approach, probably the better solution. you´re welcome. Quote Link to comment Share on other sites More sharing options...
WLVL Posted December 16, 2015 Share Posted December 16, 2015 Hi fuat! thanks for sharing. I have a question. inside the POPVOP you are subtracting a Constant = 1 by the length (distance from target pt). I guess that constant should match the original distance (at frame 1) between particle and target right? is there a way to get that info inside VOP directly? thanks for helping Quote Link to comment Share on other sites More sharing options...
fuat Posted December 18, 2015 Share Posted December 18, 2015 Hello Davide, the only reason for the subtraction was to make the ramp assemble the correct start/end direction. Otherwise (without subtraction 1-length) the ramp (outside vops) will have the Target-position on the left and the Starting-position on the right.Because the ramp has its Min-Value on the left and its Max on the right side.So without subtraing 1 from the length, i would be kinda "flipped horizontally". that being said, the subtraction is only for "convenience" and proper UI and not technically needed at all. you can easily test it yourself: plug the length node directly into the ramp. now go one level up and change the curve in the "Velocity Control" ramp. You will get it immediately what i mean. Hope this helps Fuat 3 Quote Link to comment Share on other sites More sharing options...
ragunaikvfx Posted July 22, 2016 Share Posted July 22, 2016 Hello fuat, Thanks for the sharing file I have used your method of pop wrangle vex expression in my scene file. The problem is only a few particles get stopped at the desired position. I want to stop all the particles. I am attaching the file. Please give me solution. stopPOPAttract_01.hip Quote Link to comment Share on other sites More sharing options...
fuat Posted July 22, 2016 Share Posted July 22, 2016 hi ragunaikvfx, the scene you are talking about was made and posted by MCGrund, not by me you are mixing things up. i posted a different scene. and by the way: "please give me solution" is quite a harsh demand, dont you think so? i am quite sure everyone here is always willing to help and exchange knowledge. but please lets keep polite and nice.... let me know if you need any more help regarding your scene. fuat Quote Link to comment Share on other sites More sharing options...
ragunaikvfx Posted July 23, 2016 Share Posted July 23, 2016 Hello fuat, Sorry for my words. I really didnt meant them. sorry for mixing up things... Thanks brother for the reply. could you please give me your suggestions regarding my problem. Raghu Quote Link to comment Share on other sites More sharing options...
ragunaikvfx Posted July 23, 2016 Share Posted July 23, 2016 (edited) Edited August 3, 2016 by ragunaikvfx repeat post Quote Link to comment Share on other sites More sharing options...
MCGrund Posted July 23, 2016 Share Posted July 23, 2016 Hi ragunaikvfx, I just had a quick look at your scene. You can fix the problem by increasing the min substeps on the popsolver to 2. Then you might also want to change the expression on your particle source impulse activation from "$F%3==0" to "$FF%3==0". Cheers 1 Quote Link to comment Share on other sites More sharing options...
ragunaikvfx Posted July 26, 2016 Share Posted July 26, 2016 Hi MCGrund , Thanks for reply its working fine now ,also i tried re sampling the curve Quote Link to comment Share on other sites More sharing options...
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