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Hi Guys,
I'm still in a bit of a sticky situation here, I have around 500 fish so
I really don't want to be plotting them all and using up-vectors (right
now I've begrudgingly resigned myself to the fact that I have to)... and
I have to integrate these into a shot this evening...
Anyone? Please?.... Pretty Please?
I would even be willing to pay right now.... I'm serious.... What does
one hour of scripting cost around here? ;)
Cheers,
DAN
Dan Yargici wrote:
Hi Mathieu,
Thanks for your help, it's *really* appreciated... :)
Right now I'm not using any deformations, just 1 goal and 1
turbulence. :)
What I'm trying to do here is achieve the Finding Nemo school of fish
effect where they form into various shapes/formations.
Here is where I am now:
http://www.danyargici.com/MEDIA/MOVIES/fish_school_anim_test.mpg
The problem, as you can see, is that some of my fish currently swim on
their sides at various points of the animation. Now, these are just
low-poly stand-ins; if I use the real fish, with larger fins and all
the rest, this becomes *very* noticable. What I really need is the
result I get with 'Align on velocity' switched on, just with an up
vector. At first I thought I might be able to use a particle event to
correct the rotations, but this is always overridden by the 'Align on
velocity'.
The trouble is, I noticed this after the clients started jumping with
joy and patting me on the back because they were so happy with where
it was going..... doh!
Like I said, any help you can offer, even just a hint, would be
*hugely* appreciated.
Cheers,
DAN
Mathieu Leclaire wrote:
Are your particles deformed by a curve? Because I think that if it's the
case, the scripted event will be called before the curve deformation
which
means the velocity is the one before the curve deformation is
called... you
can use something like this if you want where "Set oCrv =
Dictionary.GetObject("crvlist")" is where your script extracts the
curve so
just change "crvlist" by the name of your curve. I'm assuming here
that your
particles are shooting straight up on emission starting at Y=0 and
that's
why on "EvaluateCurveAt( oCrv , aPtPos(1,i)/oCrvL, True, posx, posy,
posz,
tanx, tany, tanz, normx, normy, normz )" I do "aPtPos(1,i)/oCrvL" which
divides your particle Y value by your curve's length which gives me the
percentage of the particle on the curve and from there I can extract the
tangency of the curve at that percentage which gives you the correct
velocity direction after the deformation.
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