Particles rotation
4928 1 2- JasonLeandro
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- awong
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- Joined: Sept. 2013
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You can add torque force to particles, which will cause them start spinning. The resulting rotation is stored in the “orient” attribute in quaternion. But in Maya, the rotationPP per-particle attribute needs to be angles in the XYZ axis. So you need to convert the quaternion into angles. This can be done in VOPs by: converting the quaternion into matrix, extracting the transform, and store it into rotationPP attribute. See the attached OTL for an example.
In order to have the rotationPP attribute accessible in Maya (e.g. for use in instancer), you need to manually add the rotationPP per-particle attribute onto the nParticle node.
In order to have the rotationPP attribute accessible in Maya (e.g. for use in instancer), you need to manually add the rotationPP per-particle attribute onto the nParticle node.
Andrew / アンドリュー
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