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Neo222

Lock particles position to source points on a deforming mesh in new ve

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Hi guys,

 

I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. 

 

 

Any help would be great appreciated.

 

 

Thanks :)

 

 

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sticking behavior is supported in new POPs, you just need to provide pospath, posprim, posuv and stuck attributes

which is quite straightforward using scatter and attribcreate

ts_pop_stick_release.hip

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And here's a simple setup to bring the deformp into dops and apply it to particles using a multisolver and a sopsolver.

 

popdopinheritdeformp.hip

 

But I like anim's post about the new attributes.  I'm going to check that out!

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Thanks for the quick replies guys, really appreciate it. Will have a look through these now and try and get my head round them.

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Hi again, Tomas, that was exactly what I was after for the release and worked perfectly when I applied a similar process to my scene. Is there then a way to stick these particles to a new target after a certain time or another proximity using a similar process? I can get it close using a popattract, but can't seem to get it to lock to the new (target) points again.

 

Cheers

Edited by Neo222

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Hi guys I've come up with a possible solution that is a bit hacky but does the job. I ended just using SOPs to do the final settle of the particles. What I essentially did was use the pop attract set to attract points based on matching id to get the points to their deforming target, at which point you get the bouncing issue because the target is constantly moving. I then brought these particles back in to SOPs and ran it through a point VOP with a mix to blend the position of the points from the sim with the points from the target over the last few frames.

 

Thanks again for the help I'll attach a file demonstrating the solution in case anyone else comes across a similar problem.

ts_pop_stick_release_wTarget.hipnc

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Hey Guys,

First of all thanks for the great HIP files and the awesome info!

I am trying to achieve a similar effect, but the only difference is that I have to have particles not only on the surface of the source object, but inside of it as well.

Is there a way in the new POPDop environment to get the movement of a deforming point cloud as a pop source and with a trigger or a growing attribute activate the particles?

It seems like the "pospath" and the "stuck" attributes only working with surfaces.

Thanks in advance for any help!

Best,
Laszlo

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On 1/25/2017 at 4:33 PM, LaszloFX said:

Hey Guys,

First of all thanks for the great HIP files and the awesome info!

I am trying to achieve a similar effect, but the only difference is that I have to have particles not only on the surface of the source object, but inside of it as well.

Is there a way in the new POPDop environment to get the movement of a deforming point cloud as a pop source and with a trigger or a growing attribute activate the particles?

It seems like the "pospath" and the "stuck" attributes only working with surfaces.

Thanks in advance for any help!

Best,
Laszlo

Use rest pos point pos as ref for stick beh, then sop solver inside dop for data feed.

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