Nicholas Yiallouris Posted July 15, 2014 Share Posted July 15, 2014 I'm trying to get particles to emit from a source and then move with that source as it translates along. So what would typically happen is your particles would emit and fly off in to space but I want the emitted particles to stay close to the source and still have other forces affect it. I was thinking about creating a bounding box around the source then converting it into a volume and using the volume as a force to translate the particles but the volume injects unwanted velocities that make the particles fly off. I've attached a basic setup that breaks down the desired effect. VectorField_Translate_v01.hip Quote Link to comment Share on other sites More sharing options...
Skybar Posted July 15, 2014 Share Posted July 15, 2014 Why not just sim it in origo as you do now, and then just parent it to whatever animation you have? Quote Link to comment Share on other sites More sharing options...
Nicholas Yiallouris Posted July 15, 2014 Author Share Posted July 15, 2014 Thought about that but my scene is a little more complicated than this example, I have an organic deforming mesh with the emitter constrained to the surface. I could probably strip out all the translation out of the original rig inside maya and then sim on a deforming (not transforming) mesh, thereafter reapplying the translation but that's a major work around and I'm hoping I can mix in some of the translation velocity. That's why I thought a scalar volume could update the overall position of the sim per frame? Quote Link to comment Share on other sites More sharing options...
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