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Thread: looping keyframe animations
Post: looping keyframe animations
I have a bunch of particles that are birthed and have an animated scale so they pulsate. I've set the Timing to Continuous and given them a Keyframe offset variation, but the keyframe animation is not... |
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tycera |
General Discussion
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0 |
303 |
09-24-2024, 09:53 AM |
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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? |
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tycera |
General Discussion
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0 |
671 |
05-12-2024, 11:38 AM |
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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... |
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tycera |
General Discussion
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0 |
694 |
04-30-2024, 09:54 AM |
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Thread: all vertices random order
Post: RE: all vertices random order
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tycera |
General Discussion
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2 |
999 |
03-27-2024, 12:26 PM |
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Thread: all vertices random order
Post: all vertices random order
Any easy way to position on all vertices in a random order? |
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tycera |
General Discussion
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2 |
999 |
03-26-2024, 04:33 PM |
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Thread: tySpline and emitter motion
Post: RE: tySpline and emitter motion
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tycera |
General Discussion
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1 |
715 |
02-12-2024, 04:42 PM |
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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 ... |
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tycera |
General Discussion
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1 |
715 |
02-12-2024, 03:37 PM |
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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 ... |
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tycera |
General Discussion
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2 |
1,017 |
01-27-2024, 07:15 AM |
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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... |
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tycera |
General Discussion
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2 |
1,017 |
01-25-2024, 06:16 AM |
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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... |
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tycera |
General Discussion
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7 |
2,901 |
12-06-2023, 05:15 PM |
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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... |
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tycera |
General Discussion
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7 |
2,901 |
12-05-2023, 04:34 PM |
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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)
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tycera Wrote: (12-03-2023, 05:35 AM)
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1. the building is ignoring the ground plane and dropping a metre or two before halting (the lower plane of the build... |
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tycera |
General Discussion
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7 |
2,901 |
12-05-2023, 01:11 PM |
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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... |
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tycera |
General Discussion
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7 |
2,901 |
12-03-2023, 05:35 AM |
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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... |
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tycera |
General Discussion
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7 |
2,901 |
12-02-2023, 05:44 PM |
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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... |
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tycera |
General Discussion
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8 |
2,946 |
11-17-2023, 06:29 PM |
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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.
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tycera |
General Discussion
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8 |
2,946 |
11-17-2023, 06:16 PM |
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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. |
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tycera |
General Discussion
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8 |
2,946 |
11-17-2023, 06:01 PM |
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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 ... |
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tycera |
General Discussion
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8 |
2,946 |
11-17-2023, 04:31 PM |
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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? |
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tycera |
General Discussion
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8 |
2,946 |
11-17-2023, 04:19 PM |
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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? |
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tycera |
General Discussion
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2 |
1,226 |
09-01-2023, 10:22 AM |