magneto Posted June 15, 2015 Share Posted June 15, 2015 Hi, I am trying to animate polygons of a model using particles. They are separated using Facet's Unique Points option but when I use Primitive SOP to transform these polygons with Match Normals option, the alignment is off. How can I make sure the orientation of particles matches the orientation of polygons? Also how can I spin the particles properly? I only got wavy, floating motion when I used POP Spin and Torque. All I am trying to do is spin each particle randomly using a random direction. Thanks Quote Link to comment Share on other sites More sharing options...
rtep Posted June 15, 2015 Share Posted June 15, 2015 Here's a setup to give each particle a random orientation and rotate that in a pop vop. As for setting up the initial direction you'll need to modify this setup to give each point the correct starting orientation but this should get you going. pop_rot_v001.hip I wish I took take credit for coming up with this one, it's simple and clean, but alas a smarter man than me came up with it. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted June 16, 2015 Author Share Posted June 16, 2015 Thanks rtep, the spin works great. I couldn't get the orientation correct after spending an hour on it. I am not sure how to calculate it so that it stays unchanged for the first frame. Mine is getting all over unfortunately. Thanks. prim xform by particles.hip Quote Link to comment Share on other sites More sharing options...
rtep Posted June 22, 2015 Share Posted June 22, 2015 Howdy Ryan, did you ever get the initial orientation working? Quote Link to comment Share on other sites More sharing options...
magneto Posted June 22, 2015 Author Share Posted June 22, 2015 Hi Richard, no I couldn't even after trying to calculate orient attribute using faces per piece, it just didn't work. So not sure what else I can do. Quote Link to comment Share on other sites More sharing options...
rtep Posted June 22, 2015 Share Posted June 22, 2015 I'm not sure which thread this file came from but it might help you. It's a different method. I haven't looked too closely at it but it seems to be per prim rotation without a sim. Might be good? Per_prim_rot_vex.hipnc 1 Quote Link to comment Share on other sites More sharing options...
juztn Posted June 24, 2015 Share Posted June 24, 2015 (edited) Not sure but something like this? prim_break.hipnc Edited June 24, 2015 by juztn Quote Link to comment Share on other sites More sharing options...
mestela Posted June 24, 2015 Share Posted June 24, 2015 I'm not sure which thread this file came from but it might help you. This thread! http://forums.odforce.net/topic/22267-rotation-per-prim/?p=132549 Quote Link to comment Share on other sites More sharing options...
rtep Posted June 25, 2015 Share Posted June 25, 2015 That's the one mestela! Nice work. I spent all of yesterday trying to rotate a bunch of feathers along their own axises and the makeinstancetransform node in your setup ended up being exactly what I needed. I always struggle to build the rot data I need in vops. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.