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Orbaz Technologies Forum Index » Particle Flow Tools: Box#3 » Animate Particles Building to Object
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Animate Particles Building to Object
PostPosted: Wed Nov 17, 2010 4:20 pm Reply with quote
makeshiftdan
Joined: 15 Nov 2010
Posts: 7
Location: US




I know this is a NOOB question.

I've been able to animate particles building up around an object when the object itself is the emitter.

I'm trying to have an emitter pass through an object emitting particles and have each particle that is emitted attach in an orderly way around a different object.

For example:

2 shapes (box,sphere)


The sphere is animating across the screen emitting particles. The box is in the middle. Every particle begins to attach to the box in an orderly way. As the sphere animates it continues to send particles until the box is built up.


Thanks for your help.
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PostPosted: Thu Nov 18, 2010 3:43 pm Reply with quote
PsychoSilence
Joined: 25 Sep 2005
Posts: 1507
Location: New Orleans




allan mckay did a tutorial about that a while back:

http://www.vfxsolution.com/allanmckay2/tutorials/tut_ObjAB.avi

you need to spawn the particles on the box and store their position in a script vector then send em out to the sphere. then have a find target that seeks for the stored position vectors.

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PostPosted: Sat Nov 20, 2010 11:16 am Reply with quote
makeshiftdan
Joined: 15 Nov 2010
Posts: 7
Location: US




yeah i've seen and done that one. allan is the man, though I was hoping that box 3 would eliminate the need for max script knowledge in order to preform that animation. not the case?
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PostPosted: Sat Nov 20, 2010 1:30 pm Reply with quote
PsychoSilence
Joined: 25 Sep 2005
Posts: 1507
Location: New Orleans




absolutely the case Smile

just store the inital position in a data operator namely output:standard:script float. then read that value in the find target as script vector.

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PostPosted: Tue Jun 21, 2011 3:02 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




PsychoSilence wrote:
absolutely the case Smile

just store the inital position in a data operator namely output:standard:script float. then read that value in the find target as script vector.


I'm trying to do something similar to this except I want to emit particles from 1 object, move them around then have find target back on the same object BUT I need the particles to return back to their original local rotations as well position on the object emitter as i'm using prefractured GEO not just particles.

pretty please help!
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PostPosted: Thu Jan 23, 2014 1:16 pm Reply with quote
Strob
Joined: 24 May 2008
Posts: 50




PsychoSilence wrote:
absolutely the case Smile

just store the inital position in a data operator namely output:standard:script float. then read that value in the find target as script vector.


Coould you show us a print screen of how to achieve that please?
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PostPosted: Thu Jan 23, 2014 1:38 pm Reply with quote
Strob
Joined: 24 May 2008
Posts: 50




think I found the answer thanks to johnny random who kindly supplied a scene file to play with!
http://vimeo.com/24668727
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Animate Particles Building to Object
Orbaz Technologies Forum Index » Particle Flow Tools: Box#3
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