Atom Posted October 19, 2016 Share Posted October 19, 2016 (edited) Hi All, I was playing around with an expression in the Creation Field of a DOPs Cloth object. By animating the creation frame you can spawn multiple copies of the same cloth element into a simulation. This expression effectively turns the Cloth Object into a particle fountain or some other point source? if($F%15==0,$F,1) My question is how can I control where these new cloth items are spawned? They seem to spring from the origin of the cloth source object. Is there anyway to make these new copies appear at a particle location? ap_cloth_confetti_leaf_101916a.hiplc Edited October 20, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
loudsubs Posted October 20, 2016 Share Posted October 20, 2016 check out the example hip in this thread. Quote Link to comment Share on other sites More sharing options...
mawi Posted October 20, 2016 Share Posted October 20, 2016 21 hours ago, Atom said: Hi All, I was playing around with an expression in the Creation Field of a DOPs Cloth object. By animating the creation frame you can spawn multiple copies of the same cloth element into a simulation. This expression effectively turns the Cloth Object into a particle fountain or some other point source? if($F%15==0,$F,1) My question is how can I control where these new cloth items are spawned? They seem to spring from the origin of the cloth source object. Is there anyway to make these new copies appear at a particle location? ap_cloth_confetti_leaf_101916a.hiplc Do it with a SOP-solver... ap_cloth_confetti_leaf_101916a.hiplc Quote Link to comment Share on other sites More sharing options...
Atom Posted October 20, 2016 Author Share Posted October 20, 2016 Thanks for the link and the example file. Both are great. I feel like I understand a bit more about leveraging a SOP Solver inside a DOP network. Quote Link to comment Share on other sites More sharing options...
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