Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

show user profile  mhuttn2
So, i'm trying to create this faux particle system of water molecules (so basically a bunch of mickey mouse heads) that are vibrating and rotating around with a random motion, as water does. Then I want them to arrange themselves into an ice crystal (, and slow the random vibration to a halt.

Ways i've tried this: hand back-animating h20 molecules from the crytsal ice structure to a chaotic state, but this is impractical for a large sum of particles. Additionally, because it's not an actual particle system, I cant control the noise of their rotation. I also haven't found a practical way to apply a noise controller to a large group of molecules of separate seeds.

(PS: the reason I am not doing a particle system is because these molecules need to be in the appropriate crystal ice lattice final form, which i'm not sure I can dictate with regular pFlow)

I found this script:
for random motion, but this is for a one time randomizer and not necessarily a mass noise controller for animation. Does anyone have suggestions for adding a noise controller to a mass amount of objects that all have a different seed?

Hopefully that made sense!
read 360 times
11/8/2016 7:30:13 PM (last edit: 11/8/2016 7:30:13 PM)
show user profile  Garp
> I also haven't found a practical way to apply a noise controller to a large group of molecules of separate seeds.

Each controller having its own seed, you might need to add a unique controller to each object's controller.
For example:

Below is a more realistic example. A single controller is instantiated to all the noise controllers (rotation and position on all selected objects) as their 'noise strength'. You can then make bulk edits by accessing any instance of it from any object in the curve editor.
(Here each noise controller starts with a strength of 20 in each dimension at frame 0 and ends with a strength of 0 a frame 100.)

read 338 times
11/8/2016 10:31:40 PM (last edit: 11/8/2016 11:34:11 PM)
show user profile  mhuttn2
Thanks, Garp. I had to rework a chunk of my project-- I've turned the whole thing into an mParticle system and once I bake it I may be able to apply this at the end since the spin controllers within the particle system aren't doing quite what I want. If so i'll report back
read 288 times
11/15/2016 11:45:40 PM (last edit: 11/15/2016 11:45:40 PM)
#Maxforums IRC
Open chat window