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nParticle sim - world space to local?
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  • Matic3d
  • Posted: 12 October 2009 03:13 PM
  • Total Posts: 42
  • Joined: 28 September 2008 08:20 PM

Hi gang. I’m an XSI TD on a maya project, and have a situation which comes up pretty often in FX so I know there’s got to be an established workflow, but I’ve a total of 6 days in Maya so it’s eluding me…

I have a simulation (which I need to keep live) that now needs to be attached to a fast moving object. How can I carry the local transforms of my sim thru world space without smearing particles along the path of travel?

I assume there is some way to pipe my transformation matrix from my fast-moving parent object into my sim? Or is there a more direct solution?



Replies: 1
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Got some help from 3dPro… for archival purposes, here’s the deal…

You can use a parent constraint on the particle system transform node and correctly inherit it’s transforms, however on a fast moving object emissions can “lag” causing the undesired “smearing along motion path” look. Dynamic oversampling can correct this and properly perform the sub-frame emissions, at (of course) the cost of speed.

Author: Matic3d

Replied: 13 October 2009 06:20 AM  
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  • n8skow
  • Posted: 13 October 2009 09:08 AM

Glad you found a solution so quickly - and thank you for sharing



n8skow [FA]

Replies: 0
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Thanks for sharing it with us. I had a similar problem and it helped me to come with a solution.

Cheers!
Helton



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