I have some particles moving over a path using position POP and also use a velocity node to orient them according to their head direction on the path.
So I wanted to add to them a little move like a slightly noise, so I tried to use a translation POP node with a expression on the X axis to make them zigzag a little, but the problem is they do it according to the world axis not according to each particle local axis.
Is there a way to to that?
Thanks
Translate instance according to each particle velocity axis
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The help on the Transform POP is a bit misleading. It gets you all excited when it talks about points having a local orientation then lets you down in reality when it just adds a world transform to the points and it “translates the local coordinate system”. In itself this is handy but…
I built a quick VOP POP network to do what you want: move the points in the local frame of reference in x.
Add a proper up vector with UpVector POP.
In VOPs use a Cross Product VOP to build the X direction vector from the v and up.
Use the x vector to modulate the point's position with some noise.
Done.
You can do the same for the y up direction.
Now you are free to use the Rotation POP to bank them along the z velocity direction and the points will move according to the local cooordinates.
I built a quick VOP POP network to do what you want: move the points in the local frame of reference in x.
Add a proper up vector with UpVector POP.
In VOPs use a Cross Product VOP to build the X direction vector from the v and up.
Use the x vector to modulate the point's position with some noise.
Done.
You can do the same for the y up direction.
Now you are free to use the Rotation POP to bank them along the z velocity direction and the points will move according to the local cooordinates.
There's at least one school like the old school!
- mzigaib
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WOW!!!
Thanks man, that helps a lot, that is exactly what I was after.
I made a ramp that controls the Z angle by life so I can bank the particles at any part of the path, thats cool.
Do you know any way to add rotation to the other axes following the local orientation as well?
I tried to use the rotation POP but I couldn't find a way to make it work.
But thanks you very much everybody for the help.
Thanks man, that helps a lot, that is exactly what I was after.
I made a ramp that controls the Z angle by life so I can bank the particles at any part of the path, thats cool.
Do you know any way to add rotation to the other axes following the local orientation as well?
I tried to use the rotation POP but I couldn't find a way to make it work.
But thanks you very much everybody for the help.
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