Hi Dan,
I was thinking about this last night, have you thought about using lattices or some other kind of deformer? Maybe some q-stretch or something semi-auto like that?
You can get a lot from deformers, and since you say it's a global effect, it should work fine. You might want to have 2 or 3 clouds with slightly different deformation, animation, to keep it from looking too uniform.
E
Freelance 3-D Animator, F/X Artist
----- Original Message ----
From: Dan Yargici <dan(at)imajonline.com>
To: XSI(at)Softimage.COM
Sent: Thursday, February 02, 2006 7:05:16 AM
Subject: Re: Need a special kind of drag...
Any tips? anyone? At the moment I've made a kind of dynamically
deforming filter-like obstacle (a lattice like structure to guide the
bubbles) and turned the interframe calculations up to 20 and things are
getting sloooooow......
On a side note, the help information on Collision Accuracy reads like this:
Collision Accuracy
Iterations The number of times a particle's position is calculated
per interval.
Interframes The number of times a particle's position is calculated
per frame.
could somebody please define 'interval' for me? Does this roughly
translate as the number of times the position is calculated for each
interframe? i.e. are these values complimentary or are they independant
of each other?
Cheers,
Dan.
Dan Yargici wrote:
> I have a glass of fizzy liquid, now I don't seem to be able to find a
> way to make the bubbles move with the fluid as if they were aware that
> they were suspended in a fluid. To clarify, the glass is animated and
> is jumping around and I need the effect of an iherited velocity for
> particles *after* they are emitted. I had thought that a drag force
> parented into the rig might do it but I seems to be a global phenomonen.
>
> I'm testing this with quite fast motions BTW if that helps.
>
> Any ideas most appreciated.... thanks,
>
> DAN
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