GottaGetmedat

GottaGetmedat

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particle velocity from object source rotation April 13, 2015, 8:17 p.m.

What is the best way to aim a particle emission?
I'm looking at a popvop and quaternion nodes.
I at first thought you could rotate the source object (which led to odd shapes of emission) and then I tried parenting the source_particles but that flipped gravity around too?
This in the end also brings up a concern I've never understood…
In this case the node POP Source in the AutoDopNetwork has velx, vely, velz velocity attributes, but it's what I call a top level node and has no input so you can't plug a script node in and change the values all at once. You probably typically end up with each field containing python import statements for radians etc. (redundant duplicate information or exported global values to bring into the other y&z fields)?
Anyway can I put a popvop under/after it and change the velocity values above in the POPSource node?
Lost again, help.

Animate RBD Object initial state? April 13, 2015, 3:26 a.m.

One possibility is to use a velocity impulse force node. Any others people can suggest as a preference.
for velocity change.

Animate RBD Object initial state? April 13, 2015, 3:17 a.m.

I noticed you can put animation information into the initial state of an RDB Object! but…?
It seems to do nothing (have no effect) after the first frame (being an “Initial State” and all).
Is there a reason this is possible? (should it not be disabled there, or have an effect would be the expected and desired behavior.)

I guess I'm looking to throw a block after some time for a simulation to settle (without writing a special script or attaching to particles etc.).

I figured it would be nice to inject some velocity into (for simple test purposes) a block, and be able to through it from those settings (it's unclear where you would do that).
How would one achieve this seemingly simple task?
:shock: