drakhain Posted April 4, 2008 Share Posted April 4, 2008 Hello , Right now i'm trying to attach a particle to each face of a mesh and then drive each face motion by using those particles. I saw that there is a way to emit particle directly from the source's primitives's center but i'm stuck with the workflow: i can't figure out how to use them to drive each face. I'm may not be in the good direction neithethelless if anybody has a clue, i'll be rather glad to read it . Quote Link to comment Share on other sites More sharing options...
ofer Posted April 4, 2008 Share Posted April 4, 2008 You can use a point SOP to move each point on the mesh to corresponding particle position. Pipe the mesh node to the first input and the POP node to the second input, and put a $TX2, $TY2, $TZ2 in the position parameters. You just have to make sure the particles has the same point numbers like the mesh. Quote Link to comment Share on other sites More sharing options...
drakhain Posted April 4, 2008 Author Share Posted April 4, 2008 Thank you Ofer, i'll try this as soon as i can. Quote Link to comment Share on other sites More sharing options...
old school Posted April 8, 2008 Share Posted April 8, 2008 You can use the Primitive SOP to bind each primitive to a point. primsOnParticles_H9_v01.hip Quote Link to comment Share on other sites More sharing options...
agitat3d Posted April 8, 2008 Share Posted April 8, 2008 You can use the Primitive SOP to bind each primitive to a point. primsOnParticles_H9_v01.hip Hi, Have a look at this example ive quickly put together. Hope this helps. J particle_face.hip Quote Link to comment Share on other sites More sharing options...
old school Posted April 9, 2008 Share Posted April 9, 2008 agitat3d your file is a good basic example. But... 1. You need to support some initial velocity and harsh forces on your particles. Setting Velocity and Variance to zero and then applying a Fan force which affects Acceleration (takes two time steps before movement) simplifies the situation. 2. If you start to add initial velocities to your points, you need to set the Primitive SOP's Rotate To Template parameter to either "Match Normals" or "On" depending on how you are binding the points. The example I attached shows how to handle these two conditions quite effectively. Look at how the state POP works to release particles and how the velocities are kept in a state of suspended animation until they are released. This could easily be wrapped up in to a Digital Asset called "Explode Anything". This technique has been around since PRISMS. The definitive shot using this technique (IMHO) would be the ice fracturing shot in the X-Files movie. In the past month I helped a user create a race track that builds just-in-time using this technique. Each Primitive face was substituted with geometry archives off of disk and let him get a real good idea in real-time as to the timing of the various pieces. Lots and lots of possibilities with this technique using the Primitive SOP second template input. Quote Link to comment Share on other sites More sharing options...
agitat3d Posted April 9, 2008 Share Posted April 9, 2008 agitat3d your file is a good basic example. But... Thank you for the advice and I will be utilizing your suggestion in future work as supposed to my previous method. Quote Link to comment Share on other sites More sharing options...
drakhain Posted April 10, 2008 Author Share Posted April 10, 2008 (edited) Thank you really much Oldschool that's what i needed . That primitive Sop is really helpfull, i didn't thought of that one...:s. Learning is so cool Edited April 10, 2008 by drakhain Quote Link to comment Share on other sites More sharing options...
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