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 ?
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
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.
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.
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