I posted this over at CG talk but it seems pretty dead over there... It is majorly offtopic.
I've been having some pretty good results out of pflow for a while - breaking the object up into pieces, assigning a particle to each one and taking it apart/building it up.
But I've not seen any tutorials on how to get fine control over the particles - it all seems a bit haphazard.
For example - I've got this building with 3 sides at odd angles.
The skin is made up of rectangular panels and I want them to first slide out, rotate around their top pivot and slide into place - ready for another to slide out and repeat. The final intent is for it to have a very clunky, slightly awkward seeming but deliberate motion.
Here's a (awful) sketch showing what I mean:
Problem is, whenever i try to give my particles a rotational value, they dont respect the original pivot point orientations. All the options in 'rotation' are based around world space, whereas I want to grab the local space of the original object - all of the original panels have pivots which follow the shape as it turns. as shown here - it works fine on one axis only, but the second they turn a corner it's all over:
I also dont know how to script a starting position, or to get them to shift along an axis by say 50mm over the course of 3 frames.
What I want to do makes sense in my head, I just cant find any way to do it with the operators and the scripting in particle flow makes very little sense to my limited knowledge - all the tutorials i've seen dont cover small movements and shifts over time. I wouldve thought this a fairly straightforward job, but i've been trying to figure it out all morning now
If there was a position operator, and you could set the number of frames it took to get there as well as a rotation one with the same, and they both supported 'local' pivot points, i'd be sorted. But this seems awfully complicated for what I would consider incredibly basic movements. Seems the more complicated the motion in pflow, the easier it is to do it.
Does anyone have any ideas how to do this? Or any really good guides to scripting small, finely controlled movements of particles?
Scripting is one of those things I understand to a point. I understand the idea behind channels, and setting up references to use later on. And then it all goes a bit crazy and I cant make the slightest bit of sense of any of it, or even how to learn it.
I've been having some pretty good results out of pflow for a while - breaking the object up into pieces, assigning a particle to each one and taking it apart/building it up.
But I've not seen any tutorials on how to get fine control over the particles - it all seems a bit haphazard.
For example - I've got this building with 3 sides at odd angles.
The skin is made up of rectangular panels and I want them to first slide out, rotate around their top pivot and slide into place - ready for another to slide out and repeat. The final intent is for it to have a very clunky, slightly awkward seeming but deliberate motion.
Here's a (awful) sketch showing what I mean:
Problem is, whenever i try to give my particles a rotational value, they dont respect the original pivot point orientations. All the options in 'rotation' are based around world space, whereas I want to grab the local space of the original object - all of the original panels have pivots which follow the shape as it turns. as shown here - it works fine on one axis only, but the second they turn a corner it's all over:
I also dont know how to script a starting position, or to get them to shift along an axis by say 50mm over the course of 3 frames.
What I want to do makes sense in my head, I just cant find any way to do it with the operators and the scripting in particle flow makes very little sense to my limited knowledge - all the tutorials i've seen dont cover small movements and shifts over time. I wouldve thought this a fairly straightforward job, but i've been trying to figure it out all morning now
If there was a position operator, and you could set the number of frames it took to get there as well as a rotation one with the same, and they both supported 'local' pivot points, i'd be sorted. But this seems awfully complicated for what I would consider incredibly basic movements. Seems the more complicated the motion in pflow, the easier it is to do it.
Does anyone have any ideas how to do this? Or any really good guides to scripting small, finely controlled movements of particles?
Scripting is one of those things I understand to a point. I understand the idea behind channels, and setting up references to use later on. And then it all goes a bit crazy and I cant make the slightest bit of sense of any of it, or even how to learn it.
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