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animated keyframe and particle flow
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  • enibic
  • Posted: 15 March 2012 08:35 AM
  • Total Posts: 4
  • Joined: 15 March 2012 08:32 AM

hi everybody, first of all i’m using pflowbox #2 #3.

I have a grid of box particles made with birth group from a array of boxes.I keyframe 1 boxe of the array (for example goes up then down) and I want this animation to be duplicate on all my particle so I can control wich particle play the animation with a test collision with another object for example. I haven’t find a way to do this with default operator, does this require a script ? anyone have to do the same in the past ?

thx guys.



Replies: 0
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  • Krueger
  • Posted: 15 March 2012 09:02 AM

I don’t think I completely understand what you mean, can you describe it again? Maybe add some pictures for a visual?



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
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  • enibic
  • Posted: 15 March 2012 10:00 AM

The simple example is a cube wave, made with a single goes up then goes down back to original position animation. In the picture attached I added a rotation of 90°. the animation start when collision encounters with box gizmo. the thing is I know how to do this with force like push or attached to a surface, and a spin operator, but i need more complex animation and the easiest way to do this is by keyframe.

the second thing is that at a time all the cubes start to fly around and to turn around a sphere like a vortex of cubes. this second thing could only be done by particles.

so instead of using a script like keyshifter for shifting in time animation of objects (creating cube wave), and then swithcing to particle for making cubes fly, i prefer to do all my work in particle. So for the first part, I need to find a way to use a keyframe animation made on a single object on my particle. The things that I’ll find awesome, is an operator where i can pick an object of my scene, and it will paste this object animation on my particle (obviously animation is relative to particle postion), the cherry on the sundae would be to choose the range of the object animation.

hope i’ll made it clearly, thx



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Replies: 1
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I have a better idea now of what you want. But can you describe the animation you need for the first part? It sounds like you need a specific setup and the animation could determine how to set it up.

Author: Krueger

Replied: 15 March 2012 11:56 AM  
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  • enibic
  • Posted: 15 March 2012 11:20 PM

I don’t know yet the animations I will use, i’m just starting the project. But most of them for the first part, will be simple move/scale/rotate , the goal is to make nice wave.

ok i’v just find a way to repeat a keyframe position animation with the speed by icon operator. next rotation and scale ! :)



Replies: 0
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  • Krueger
  • Posted: 16 March 2012 06:59 AM

One way you can approach it is to use a point cache modifier on an object. After you save your cache file, you can use that object as a shape instance. And selecting Animated Shape will transfer the animation to your particles.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0