hatrick Posted July 13, 2009 Share Posted July 13, 2009 Hi there how an expression should look like when i want to affect my particles by any force in order from 0 to greatest number over time.(constant point numbers) for example particle 1 at frame 1 particle 2 at frame 2 a.s.o. thx a lot Quote Link to comment Share on other sites More sharing options...
anim Posted July 13, 2009 Share Posted July 13, 2009 create group with rule $FF>=$ID then make the force react only to that group Quote Link to comment Share on other sites More sharing options...
Magnus Pettersson Posted July 14, 2009 Share Posted July 14, 2009 If you want to have one particle affected at each frame (particle with ID 1 at frame 1, ID 2 at frame 2 etc) you should use group rule $FF == $ID .... if you want particle 1 be affected at frame 1 .. particle 1 and 2 affected at frame 2 etc.. you should use expression that anim wrote /Magnus Quote Link to comment Share on other sites More sharing options...
hatrick Posted July 14, 2009 Author Share Posted July 14, 2009 thank you ! Quote Link to comment Share on other sites More sharing options...
hatrick Posted July 14, 2009 Author Share Posted July 14, 2009 i play around with some colission behavour.. my coliding object is animated manually but with simple keyframes the position changes integerwise and this makes ugly framesteps after hitting my partikles how i can animate my object with float values ( subframes ) Quote Link to comment Share on other sites More sharing options...
sam.h Posted July 14, 2009 Share Posted July 14, 2009 (edited) i play around with some colission behavour.. my coliding object is animated manually but with simple keyframes the position changes integerwise and this makes ugly framesteps after hitting my partikleshow i can animate my object with float values ( subframes ) Do you mean setting keyframes non-integer in time or in value? If you shift-click on a parameter that is keyed and in the graph editor go to the "settings" menu > "Snap moved keys to nearest frame". then you can alt-click on the curve to set subframe keyframes. If you mean having subframe collisions then you need to have "oversampling" turned up in the collision POP. Also note that you need "translating geometry" set in the "hint" drop down, and you also need your collision object animated at the obj level. It might be easier if you post your .hip file. Edited July 14, 2009 by sam.h Quote Link to comment Share on other sites More sharing options...
hatrick Posted July 14, 2009 Author Share Posted July 14, 2009 oversampling worked ... next time with *hip thx !! Quote Link to comment Share on other sites More sharing options...
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