hi im doing a vortex type animation based on your tut. Its not spline vased. Im emitting still particles into box than create a vortex inside the box. Im not testing the particles against partciles but to a node inside of the vortex center. Because I want the effected particles to be in a conic volume. If the particle is closer to center in Z they are effected less. I have no problem with the motion in z axix but when i build the orbital motion, it spreads the particle out of the center but i like it to be in a circular motion. I couldnt find a way to lower the force. I will be very grateful if you can give sometips.
The reason this happens is that you’re assigning linear velocity, with the velocity node. So when all the particles are moving with the same linear velocity, the angular velocity changes from fastest near the center, to slower farther from the center. To fix that, you’ll need to multiply the speed with 2*pi*distance-to-center. And when you’re getting the distance, use only the particle’s X and Y position, so it’s correct – otherwise it’s a sphere, not a circle, and it’s more complicated 🙂
Hi, really thanks for this tutorial, but I have a problem, when I open the project file, there is an error: in my Body Dynamic:Create, the PPass Start isn’t Connected to the Surface position helper, because there isn’t a ‘particle shape’ input. So the scene is shown as invalid, and nothing happens. Could You give me an alternative, or tell me why there isn’t a particle shape input at the Surface Position helper? I have tp version 3.0.0.0 and 3ds max 2011 x64.
Hey .. very interesting setup .. Thanks !!
Infinite Thanks
hi im doing a vortex type animation based on your tut. Its not spline vased. Im emitting still particles into box than create a vortex inside the box. Im not testing the particles against partciles but to a node inside of the vortex center. Because I want the effected particles to be in a conic volume. If the particle is closer to center in Z they are effected less. I have no problem with the motion in z axix but when i build the orbital motion, it spreads the particle out of the center but i like it to be in a circular motion. I couldnt find a way to lower the force. I will be very grateful if you can give sometips.
The reason this happens is that you’re assigning linear velocity, with the velocity node. So when all the particles are moving with the same linear velocity, the angular velocity changes from fastest near the center, to slower farther from the center. To fix that, you’ll need to multiply the speed with 2*pi*distance-to-center. And when you’re getting the distance, use only the particle’s X and Y position, so it’s correct – otherwise it’s a sphere, not a circle, and it’s more complicated 🙂
Hi, really thanks for this tutorial, but I have a problem, when I open the project file, there is an error: in my Body Dynamic:Create, the PPass Start isn’t Connected to the Surface position helper, because there isn’t a ‘particle shape’ input. So the scene is shown as invalid, and nothing happens. Could You give me an alternative, or tell me why there isn’t a particle shape input at the Surface Position helper? I have tp version 3.0.0.0 and 3ds max 2011 x64.
Many thanks!