Re: Need a special kind of drag...

Date : Thu, 2 Feb 2006 04:58:44 -0800 (PST)
To : XSI(at)Softimage.COM
From : Eric Lampi <ericlampi(at)yahoo.com>
Subject : Re: Need a special kind of drag...
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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