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Emitting particles from splines ?
show user profile  FX
I'm trying to reproduce an animation of muscle fascia splitting....effect is here from 1.30 onwards...

It took a couple of minutes to build a simple spline network, each spline has a spline ik controller and each controller is path constrained to another spline.

Perfect, all I need to do is be able to mesh the splines with frost and get this effect...

Problem is I cannot figure out a way for pflow to emit particles from a renderable spline the same way it does using position object on a mesh.

I've tried a ton of other stuff but one process usually breaks another and prevents me from meshing the splines.

Any modifier added above the stack breaks the spline ik control, linked xform warps the spline shape and its a pain in the arse to set up the two ends without linking issues.
Pointcache doesn't work because it only records the spine vertex and also breaks when i add an edit poly mod on top to make it selectable in pflows position object.

The network is basically a voroni structure, so fragmenting a box and converting the edges to splines was the first step, but I've pretty much stalled on finding a way to mesh it.

read 794 times
6/2/2015 3:10:14 PM (last edit: 6/2/2015 3:26:12 PM)
show user profile  herfst1
I got an idea. Duplicate the splines and put them on a new layer. Now convert them to editable meshes (or poly's). Now skin each mesh/poly to its respective spline and go from there.

[edit] I'm not sure you can skin to a spline, though. Might have been better to create it using bones.
read 783 times
6/2/2015 3:29:35 PM (last edit: 6/2/2015 3:31:17 PM)
show user profile  FX
Yup, tried bones , i can't get the ends to follow each other as paths.

The spline method is perfect other than i can't mesh the damn thing.

edit : I can get blob mesh to recognize the splines as emitters, but blobmesh isn't good enough for the final output.

read 777 times
6/2/2015 3:39:35 PM (last edit: 6/2/2015 3:44:20 PM)
show user profile  herfst1
To get the bones to follow you need to place a dummy at either end. Link-constrain the base to one end. Now position constrain the nub to the other dummy. Finally, use a look-at constraint to make it follow (note: turn on fins, you don't want gimbal lock, so adjust the world axis in the motion tab so it behaves properly).
read 763 times
6/2/2015 3:48:59 PM (last edit: 6/2/2015 3:48:59 PM)
show user profile  FX
Yeah i was just being lazy, and don't fancy rebuilding it with bones, fucking autodick.

edit: I want to mesh the bloody renderable splines, it only took me 10 mins to build the network, trying to keep it simple without having to workaround all the damn time.

read 760 times
6/2/2015 3:50:36 PM (last edit: 6/2/2015 3:54:03 PM)
show user profile  FX
Quote from Oleg...(2005)

"Currently, you do have to convert a spline into a mesh to make it emit particles. There is no real/technical problem to extend the Position Object functionality to accept splines as objects, or to create a completely separate operator that uses splines for particle placement. It just has never been on the top of the priority list. "

read 753 times
6/2/2015 3:57:43 PM (last edit: 6/2/2015 3:57:43 PM)
show user profile  gogodr
emit from splines (the rig youhave will suffice)
and I think you will find this useful:


This one specifically:

It will take the particles and generate a mesh wrapping them.

you could also try with a blobmesh if you don't want to spend on the fancy tool.

Hello there

beautiful ;3

read 730 times
6/2/2015 8:04:28 PM (last edit: 6/2/2015 8:04:28 PM)
show user profile  FX
Found a workaround, basically herfst's bone/skin suggestion led me to the "Skin Wrap"...dup spline > convert to poly > wrap > works a treat :).. a good base to work from.

read 705 times
6/3/2015 2:19:23 PM (last edit: 6/3/2015 2:19:23 PM)
show user profile  herfst1
Hey, that's cool. I'd add extra free-radical particles getting torn free as the V appears.
read 702 times
6/3/2015 2:32:53 PM (last edit: 6/3/2015 2:32:53 PM)
show user profile  FX
Yup, was going to try cloth / tear as an emitter for extra particles....seems ok in theory, no doubt max will give me a curveball to deal with ;)

read 700 times
6/3/2015 2:53:21 PM (last edit: 6/3/2015 3:12:21 PM)
show user profile  FX
After muchos farting around I found the easiest and most realistic method is to export the particles to realflow.
Testing a plenty ahead and need to fix the skinwrap settings as the particle emission is being affected by the vertex spacing stretching, but the result will be worth it.

read 669 times
6/6/2015 4:48:24 PM (last edit: 6/6/2015 4:48:24 PM)
show user profile  FX
Little update, still haven't got round to adding cloth to the rig, but getting there with the effect.

read 607 times
6/13/2015 8:54:58 PM (last edit: 6/13/2015 8:54:58 PM)
show user profile  FX
Quick question, voronoi is the perfect structure for the cell shape, all the voronoi fragmenters create too many faces for a single object.

Does anyone know a way I can fragment, then easily delete the unwanted faces, so the structure consists of just enough faces to form the cells ?


Like the slice function but with a voronoi pattern, so I can create a shape from the selected edges and have no duplicates.

read 594 times
6/13/2015 10:06:40 PM (last edit: 6/13/2015 10:10:21 PM)
show user profile  FX
Moved this forward a little, I finally found a decent method, basically wherever those little boxes go, strands will follow...

read 447 times
8/16/2015 6:38:22 PM (last edit: 8/16/2015 6:38:22 PM)
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