Birth Spline - possible to keyframe/animate offset %?
#1
Hi!
I have a simple proof of concept of moving baggage around a spline.
Final use case is going to be thousands and thousands of parcels on an extensive conveyor system.
I have the meshes distributed around the spline easily.

But keyframing offset percentage shows no result in viewport playback or render playback. They stay static at initial positions.

However scrubbing the offset % manually with a mouse does show they move around the spline correctly. Am I missing a step? Or does this operator not have that functionality? And if not could it be added?

Other methods are so fiddly to achieve this in Max, especially array modifier which only allows one unique mesh per instance.

Thank you


[Image: LeyKP2E.gif]
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#2
It's a Birth operator, so once the particles are born it has no further effect on them.

You want Path Follow, with a Slow operator above it set to 100% to kill inertia.
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#3
Thank you Tyson!

That worked with a bit more tweaking, mainly setting time step to 1/8 frame, ticking simulate substeps in the path follow and upping Spline interp to around 2000 in the path follow operator to make it really hug the spline and stop wobbling around.

Runs soooo much faster than going the physx route. 

Cheers!
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