03-12-2020, 10:18 PM
hi. i have a project where i need to break an object into elements, animate those spinning and scaling as an object passes close.
i imagine this is something i could do in tyflow, but i cant figure it out.
i thought of using "birth objects" but that only respects object transform animation ( that may be enough, but vertex animation might be necessary)
also there seem to be no controls to offset /control the animation.
i thought of the "shape" operator, this supports offsetting the animation by event age.. driven by a collision operator this works partially.. however,
a) you cannot mass-edit the objects in the shape operator, and setting the properties one by one is gonna be really painful with hundreds of objects..
and b) you can only offset the start frame..
i would ideally like an adjustable "falloff" around the collision object, where close particles would advance their animation more than far ones.
does that make sense? that way as the collider passes, the particles would animate, arriving at their end frame as they impact collider. then as the collider movesd away they would cycle back through animation to frame 0 again.
it would be cool if i didnt even have to use particles for this.. some way to use tyselect to drive keyframed animation... i know i can drive the morpher like this, but morphing between 2 shapes doesnt give me enough control.
any suggestions most appreciated
i imagine this is something i could do in tyflow, but i cant figure it out.
i thought of using "birth objects" but that only respects object transform animation ( that may be enough, but vertex animation might be necessary)
also there seem to be no controls to offset /control the animation.
i thought of the "shape" operator, this supports offsetting the animation by event age.. driven by a collision operator this works partially.. however,
a) you cannot mass-edit the objects in the shape operator, and setting the properties one by one is gonna be really painful with hundreds of objects..
and b) you can only offset the start frame..
i would ideally like an adjustable "falloff" around the collision object, where close particles would advance their animation more than far ones.
does that make sense? that way as the collider passes, the particles would animate, arriving at their end frame as they impact collider. then as the collider movesd away they would cycle back through animation to frame 0 again.
it would be cool if i didnt even have to use particles for this.. some way to use tyselect to drive keyframed animation... i know i can drive the morpher like this, but morphing between 2 shapes doesnt give me enough control.
any suggestions most appreciated