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Particle Rig - Enter / Turn / Exit
show user profile  RedStar
Hey guys,
so need some help from the riggers around here.
I am doing an animation of a combine and have everything complete except for this part.

I need to make the particles enter from the far left, rotate inside the cylinder and exit at the right.

I tried to do speed by icon or whatever but the problem is, I need to get my particles to bend. Kinda clueless on what to do as of right now.

I would do path deform with a big amount of objects, but I still need to make them appear at a certain point and disappear later, so I would like to do it with participles so I don't have to fake it in AE.

https://farm3.staticflickr.com/2898/13695662255_cec1ebb5b2_b.jpg
read 542 times
4/7/2014 5:38:46 PM (last edit: 4/7/2014 5:38:46 PM)
show user profile  Joey Parker Jr.
I found a using "Find Target" helped me get particles to move to specific areas before moving on to the next event. Here's what I did with it.


 photo 2012-sig_small3_zpsbd114b69.png

read 534 times
4/7/2014 5:56:22 PM (last edit: 4/7/2014 5:56:46 PM)
show user profile  RedStar
See I use find target on other parts of the animation,
but the problem with this area is that its long crops that need to bend inside of a big cylinder grinder thing. So I need them to rotate/bend as they move forward tot he exit point.
read 530 times
4/7/2014 5:59:13 PM (last edit: 4/7/2014 5:59:13 PM)
show user profile  Mr.Burns
It's probably a bit over-complicating things, but here's how I'd attempt to do this:

- Create a path inside the cylinder (helix and some straight bits at the end, I guess)
- Create one of the crop objects you'd like to pass through the cylinder
- Add a path deform modifierto the crop thingy
- Add a custom attribute "Custom Percent" to the crop (range from 0 to 10000 or something)
- Wire Custom_Percent to Percent_along_path and use this: (Custom_Percent - (100 * ((Custom_Percent / 100) as Integer))) / 100.0 - this will result in percent going back to 0 whenever Custom Percent exceeds n * 100
- Add a planar UVW map to the crop object and a gradient ramp as opacity map that'll make it invisible at both ends of the path

Well, hopefully that made sense :S
read 489 times
4/7/2014 11:06:05 PM (last edit: 4/7/2014 11:06:05 PM)
show user profile  ScotlandDave
^ And constrain said path to rotation of the barrel/spindle/thing..


Website | Blog | Contact | Vimeo

read 482 times
4/7/2014 11:34:05 PM (last edit: 4/7/2014 11:34:05 PM)
show user profile  Mr.Burns
Duh, instead of using custom attributes and fancy wiring you can also just animate percent along path from 0 to 100 and set the controller's out of range type to cycle or loop or something.
read 467 times
4/8/2014 8:08:07 AM (last edit: 4/8/2014 8:08:07 AM)
show user profile  Mr.Burns
Duh, instead of using custom attributes and fancy wiring you can also just animate percent along path from 0 to 100 and set the controller's out of range type to cycle or loop or something.
read 467 times
4/8/2014 8:08:11 AM (last edit: 4/8/2014 8:08:11 AM)
show user profile  Mr.Burns
Duh, instead of using custom attributes and fancy wiring you can also just animate percent along path from 0 to 100 and set the controller's out of range type to cycle or loop or something.
read 467 times
4/8/2014 8:08:13 AM (last edit: 4/8/2014 8:08:13 AM)
show user profile  Mr.Burns
Duh, instead of using custom attributes and fancy wiring you can also just animate percent along path from 0 to 100 and set the controller's out of range type to cycle or loop or something.
read 467 times
4/8/2014 8:08:14 AM (last edit: 4/8/2014 8:08:14 AM)
show user profile  Mr.Burns
Duh, instead of using custom attributes and fancy wiring you can also just animate percent along path from 0 to 100 and set the controller's out of range type to cycle or loop or something.
read 467 times
4/8/2014 8:08:15 AM (last edit: 4/8/2014 8:08:15 AM)
show user profile  Mr.Burns
Duh, instead of using custom attributes and fancy wiring you can also just animate percent along path from 0 to 100 and set the controller's out of range type to cycle or loop or something.
read 467 times
4/8/2014 8:08:20 AM (last edit: 4/8/2014 8:08:20 AM)
show user profile  Mr.Burns
Sorry about that :S
Stupid mobile phone!
read 467 times
4/8/2014 8:08:21 AM (last edit: 4/8/2014 8:14:46 AM)
show user profile  killerbee2
bending with pflow wont be possible unless you use an animated source object that bends ,
a way around would be (depending on the type of shape) to make your object flatter in the speeddirection and spawn them based on travel distance, kill the spawns at the desired length,
if you keep the traveldistance small enough they'll appear as 1 object.




read 446 times
4/8/2014 2:54:54 PM (last edit: 4/8/2014 2:54:54 PM)
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