Hi Eric, thanks for the reply.
No, unfortunately deformers are not an option because the particles must
die when they hit a heavily deforming fluid surface. :( The solution I
have now get's it to a somewhat beleiveable state, but I'm not %100
happy with it and it's totally dependant.
When I said the effect was global I meant the drag force seems to be a
global-space force, as in you can rotate it and move it wherever you
like at it will always give you the same result! I can't help thinking
that some kind of localized drag force would solve most of this....
Cheers
Dan.
Eric Lampi wrote:
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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