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    Thread: particles follow animated grayscale map?
Post: particles follow animated grayscale map?

I've distributed particles on a mesh using a grayscale map. The map is animated. Is there any way to have the particle positions follow the animation?
tycera General Discussion 0 170 05-12-2024, 11:38 AM
    Thread: how to make this bell
Post: how to make this bell

What would be the best way to approach making a chime bell like the ones below? I've tried two separate Spline Paths - one for the upper thread and one for the lower - but I can't figure out how to se...
tycera General Discussion 0 218 04-30-2024, 09:54 AM
    Thread: all vertices random order
Post: RE: all vertices random order

Got it. Thanks.
tycera General Discussion 2 383 03-27-2024, 12:26 PM
    Thread: all vertices random order
Post: all vertices random order

Any easy way to position on all vertices in a random order?
tycera General Discussion 2 383 03-26-2024, 04:33 PM
    Thread: tySpline and emitter motion
Post: RE: tySpline and emitter motion

Object Bind.
tycera General Discussion 1 296 02-12-2024, 04:42 PM
    Thread: tySpline and emitter motion
Post: tySpline and emitter motion

I have an irregular spline that an object path follows. I'd like to use tyFlow to add a single tapering trail to the object with tySpline, but the object motionis not passed on to tySpline, even if I ...
tycera General Discussion 1 296 02-12-2024, 03:37 PM
    Thread: particles streaming around object
Post: RE: particles streaming around object

Thanks. It took a bit of trial and error, but the "Follow" force settings are giving me close to what I want. I'm going to create some meshes the same shape as the trajectory I'm aiming for to see ...
tycera General Discussion 2 440 01-27-2024, 07:15 AM
    Thread: particles streaming around object
Post: particles streaming around object

I'm looking for the best way to have particles stream smoothly round an object like the animation from around 1:23 here .. https://youtu.be/o4FSg-90XlA?feature=shared&t=83 It's not exactly colli...
tycera General Discussion 2 440 01-25-2024, 06:16 AM
    Thread: destroy building with girders in the walls
Post: RE: destroy building with girders in the walls

Thanks! I had tried increasing the steps but it was getting too slow to handle. So I took your hint and instead created a box 1cm high placed 10cm beneath the ground plane and added it to the collisi...
tycera General Discussion 7 1,392 12-06-2023, 05:15 PM
    Thread: destroy building with girders in the walls
Post: RE: destroy building with girders in the walls

I have another question if you don't mind. I'm getting closer to the look I'd like. I have a PhysXCollision set to Ground Collider Collisions that sends the concrete to another Voronoi to create sm...
tycera General Discussion 7 1,392 12-05-2023, 04:34 PM
    Thread: destroy building with girders in the walls
Post: RE: destroy building with girders in the walls

d4rk3lf Wrote: (12-04-2023, 07:31 AM) -- tycera Wrote: (12-03-2023, 05:35 AM) -- 1. the building is ignoring the ground plane and dropping a metre or two before halting (the lower plane of the build...
tycera General Discussion 7 1,392 12-05-2023, 01:11 PM
    Thread: destroy building with girders in the walls
Post: RE: destroy building with girders in the walls

Thanks! I have it kind of working, but there are a couple of problems. It's too rigid. 1. the building is ignoring the ground plane and dropping a metre or two before halting (the lower plane of...
tycera General Discussion 7 1,392 12-03-2023, 05:35 AM
    Thread: destroy building with girders in the walls
Post: destroy building with girders in the walls

I have a building I'd like to destroy. I've modelled the walls and a framework of girders inside the walls, pillars etc. What I would like to do is have a different Voronoi on the walls and girders, s...
tycera General Discussion 7 1,392 12-02-2023, 05:44 PM
    Thread: restrict lookat axis for trees on a hill
Post: RE: restrict lookat axis for trees on a hill

Thanks. That's what I did to get the result. Although I still can't figure out why I had to rotate them -90 on Z. I wasn't aware of the Move Pivots operator. That's really useful. Thanks again for...
tycera General Discussion 8 1,291 11-17-2023, 06:29 PM
    Thread: restrict lookat axis for trees on a hill
Post: RE: restrict lookat axis for trees on a hill

Thank you! I'm getting a strange result here though. Is the attached image how it's meant to be? The trees are aligned to the surface normals, not vertical world z.
tycera General Discussion 8 1,291 11-17-2023, 06:16 PM
    Thread: restrict lookat axis for trees on a hill
Post: RE: restrict lookat axis for trees on a hill

Thanks, I appreciate the help. Unfortunately I'm on max 2020.
tycera General Discussion 8 1,291 11-17-2023, 06:01 PM
    Thread: restrict lookat axis for trees on a hill
Post: RE: restrict lookat axis for trees on a hill

Thanks. I played around with it but couldn't work out which setting I should be using. My lookat object is a simple point. [hr] Wait. "From World" set to 1.0 seems to work, but the particles are also ...
tycera General Discussion 8 1,291 11-17-2023, 04:31 PM
    Thread: restrict lookat axis for trees on a hill
Post: restrict lookat axis for trees on a hill

How do I have tree plane objects distributed on a hill rotate only on their local Z axis to look in the direction of a point?
tycera General Discussion 8 1,291 11-17-2023, 04:19 PM
    Thread: send to events in sequence
Post: RE: send to events in sequence

Thanks. I'll try all of those. So there's no such thing as a kind of sequential switch?
tycera General Discussion 2 657 09-01-2023, 10:22 AM
    Thread: send to events in sequence
Post: send to events in sequence

Is there an easy way to pass particles from one event to some other events in sequence or based on probability?  Simple example .. a particle is blue then it passes to one of three other events tha...
tycera General Discussion 2 657 09-01-2023, 05:08 AM