05-12-2023, 08:52 AM
Hello,
I know it’s an old thread but I had the same issue and didn’t find any solution so I post here my work around, it works for me, It’s reproducing the same result as it could be with particle flow speed by icon.
I use the bind to object operator and a mesh path deformed and animated to replace the speed by icon.
1 draw your path
2 connect the extremity of your path, it have to make a loop ( important for next, particles will not loop but the path deformed mesh must have to )
3 path deform a mesh, I always use a cylinder with large amount of height segments
4 in the path deform modifier, assign your path, check auto stretch and animate the percent to desired speed, in my case I always also assign an out out-of-range type “relative repeat” to the percent path deform controller, to have my mesh animated all along large timeline
5 create an object to birth the particles, where you want the flow begin close to you path deformed shape
6 create an object to kill the particles by proximity where you want to stop your flow
Globally, there you have just created a path shape to be followed by particles, the birth object and the death object.
next you have to configure it in tyFlow window:
5 birth your particles, use a “position object” operator with your birth object
6 add a “object bind operator”, select you path shape,in”bind mode” check “Lock to surface”, check “verlet integration” if you want to send your particles to another event and keep there velocity.
7 add a “find target” operator and assign it your killing object, adjust the “Test true configuration” to send your particles to next event (delete event or whatever, it can be also with a PhysX event, don’t forget to check “verlet integration” in the previous “object bind” operator if you want you particles with an inherited velocity.
Also, important, this operator don’t have to control the speed of your particles so limit the “distance affect” distance to minimum
I think I didn’t forget anything, it’s work well for me and it can have the great “spline paths” operator added to your simulation.
I think it can be programmed easily natively in tyflow (I just discovered the c# interface, génial for anyone who know programming, I think to automatise this through this module)
I know it’s an old thread but I had the same issue and didn’t find any solution so I post here my work around, it works for me, It’s reproducing the same result as it could be with particle flow speed by icon.
I use the bind to object operator and a mesh path deformed and animated to replace the speed by icon.
1 draw your path
2 connect the extremity of your path, it have to make a loop ( important for next, particles will not loop but the path deformed mesh must have to )
3 path deform a mesh, I always use a cylinder with large amount of height segments
4 in the path deform modifier, assign your path, check auto stretch and animate the percent to desired speed, in my case I always also assign an out out-of-range type “relative repeat” to the percent path deform controller, to have my mesh animated all along large timeline
5 create an object to birth the particles, where you want the flow begin close to you path deformed shape
6 create an object to kill the particles by proximity where you want to stop your flow
Globally, there you have just created a path shape to be followed by particles, the birth object and the death object.
next you have to configure it in tyFlow window:
5 birth your particles, use a “position object” operator with your birth object
6 add a “object bind operator”, select you path shape,in”bind mode” check “Lock to surface”, check “verlet integration” if you want to send your particles to another event and keep there velocity.
7 add a “find target” operator and assign it your killing object, adjust the “Test true configuration” to send your particles to next event (delete event or whatever, it can be also with a PhysX event, don’t forget to check “verlet integration” in the previous “object bind” operator if you want you particles with an inherited velocity.
Also, important, this operator don’t have to control the speed of your particles so limit the “distance affect” distance to minimum
I think I didn’t forget anything, it’s work well for me and it can have the great “spline paths” operator added to your simulation.
I think it can be programmed easily natively in tyflow (I just discovered the c# interface, génial for anyone who know programming, I think to automatise this through this module)