heavytongues Posted September 27, 2017 Share Posted September 27, 2017 (edited) Hi, In a FLIP Fluid Simulation I'm emitting Particles Fluid from a alembic (a guy walking). A "constant velocity" is applied to the fluid particles that spread all the particles apart (this velocity is driven by the normal of the alembic geometry, from which the particles fluid are emitted) (> like this tutorial explain https://www.youtube.com/watch?v=OVDUaqSeQL0) But now, i want to module this "constant velocity" in function of the velocity of the animation (the guy walking), so if his arms move faster than the legs: I want the particles emitted inside the arm to spread further in function of the movement. The effect wanted is well described in this short video: thank for your help guys, you rock !!! Edited September 27, 2017 by heavytongues Quote Link to comment Share on other sites More sharing options...
Guest tar Posted September 27, 2017 Share Posted September 27, 2017 unpackSop-> trailSop - compute velocity. (Instagram is forsure #1 pop culture!) Quote Link to comment Share on other sites More sharing options...
Hans Peter Posted September 27, 2017 Share Posted September 27, 2017 Look inside the exampple files for "spinning flip collision" or so. Its causing an emission in dependency of the velocity Quote Link to comment Share on other sites More sharing options...
heavytongues Posted September 27, 2017 Author Share Posted September 27, 2017 Thank's marty, that's awesome, your solution is working ! Heraklit: where can I find the "example files", I'm also intrested to have a look to this file. Thank's again dudes ! you rock Quote Link to comment Share on other sites More sharing options...
heavytongues Posted September 27, 2017 Author Share Posted September 27, 2017 Heraklit: just found it Quote Link to comment Share on other sites More sharing options...
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