theOutsider Posted October 1, 2019 Share Posted October 1, 2019 Hi guys! I have a problem that's been bothering me for a couple of days and I can't seem to wrap my head around to solve: I have a grid, with scattered points. And I have 3 objects hovering above the grid. With a colour shift on the grid (attribute transfer with an animated ball for now), I "activate" the points in a pop network, and I start adding forces on them, choreographing them, until they reach a certain age and start to move to the 3 objects above, like an attraction (point count is the same in both inputs for simplicity - also I have colour grouped which particles belong to which object for visualisation purposes). So far so good. The problem is that in theory, each $id should correspond in each point on the objects above - but alas, they seem to shift groups! So, instead of clean motion / attraction on each of the objects after a specific time, I get more of a random mass of particles moving back and forth the objects until the end where they stick on the objects. There sure is something wrong with my vex, but I cannot understand what! It should be easy: green goes to green, blue to blue and red to red.. Attached are some images to help understand the problem. the viewport describing the problem: the pop hierarchy: the wrangle to move the points to position after a certain amount of time in the "time_in_release": If anybody has any idea as to why this is happening, please, feel free to share! I would be more than grateful to hear your thoughts! Thank you so much for your time, G. Quote Link to comment Share on other sites More sharing options...
tamagochy Posted October 1, 2019 Share Posted October 1, 2019 You should attach the scene file to get help... Quote Link to comment Share on other sites More sharing options...
Atom Posted October 1, 2019 Share Posted October 1, 2019 I'm not sure if i@id is valid, try @ptnum. The id can be recycled, if you have reaping enabled. Quote Link to comment Share on other sites More sharing options...
theOutsider Posted October 2, 2019 Author Share Posted October 2, 2019 (edited) Guys! I got it! Thank you both for taking the time to response - actually cleaning / minimising the file to upload here as @tamagochy suggested, I got rid of all the old nodes, and eureka! The mess was caused by a sorting node I had in the hierarchy which I incorrectly assumed it was only evaluating at the start of the simulation, but it was constantly sorting the points..! So it was just stupid really of my part! I also changed everything to @ptnum as @Atom suggested and it works beautifully! Thank you again, you have been more than helpful! If anybody is still interested, or if anyone is looking for a way to pop attract points/particles to any objects, I can still upload the cleaned test file if you want - just ask! Once again, thanks to a wonderful and very helpful community - you guys rock! G. Edited October 2, 2019 by theOutsider 1 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.