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View Full Version : targeting particles toward an obj (null) can they stop when they get there?


Keda
02-13-2004, 09:53 AM
I am using particles to simulate data streams between probes. I am using nulls (parented to the probes) as emitters/targets.

How can I make the particles stop when they reach the target. Right now, they are over shooting or falling short of it. I have tried to compensate by adjusting the life-span of the particles, but the probe's source and targets are moving, so this is variable.

Any thoughts?

TIA

wizlon
02-13-2004, 11:06 AM
how about duplicating your target and setting it to erase, and also dupe again so you can generate a static particle based on the collision, using parent emitter, controlled by event.

WizCraker
02-13-2004, 11:32 AM
have a target collison object and make it invisible to the camera so when you particles get to it they stop.

Keda
02-13-2004, 04:32 PM
Thanks!

I think the collision object will work. The null is parented to the base of the probe. So, i can set the probe to be the collision object.

Keda
02-24-2004, 02:09 PM
hello again.

I was pulled of this project for a week to take care of a rush job. The collision obj worked, mostly.

I'm trying to figure out how to compensate for the movement. The particle are missing the probe. I have them aimed to a parented null at the base. The probe is a collision object. Gravity is 0.

But the particles are missing the object when it moves. I thought about trying FX_Link to make keys, but that seems like a HUGE PITA since I have many probes to do.

Are particles the right tool for this? I am trying to make a 'beam' between these probes to indicate communication lines.

Ender_McFurious
02-24-2004, 04:22 PM
you might try adding a gravity effect to the null and have the falloff distance set low so that they have to get near to the null before it pulls them, they'll collect at the center of it... or should, anyway...

wizlon
02-25-2004, 07:18 AM
I've had a look at this and I think animated textures on a tube might be your best bet. I've had no luck trying this with particles as yet. but I'll keep on trying.

wizlon
02-25-2004, 07:43 AM
Ok here's a basic scene that seems to work, is it what your after?

Keda
02-25-2004, 11:33 AM
That file gives me hope!

It seems that the attract Collision element did it for you. I'm going to try it out.

I had initially thought of doing tubes or 2pt polys, but since all the probes are moving I didn't know how to make it stay connected on both ends.

Keda
02-25-2004, 03:11 PM
Things are going well. I just have one problem.

There are many of these probes and I wanted the communication lines to make a network between them. Because the influence of the 'attract' null is set to infinite, it calls all particles to it. I thought I'd make some of the probes transmitting and some receiving.

So, I tried making multiple attract/erase nulls on some other objects (). I set their influence to sphere on all these attract nulls. This confuses the particles. They are shooting everywhere. It looks pretty cool, but I don't think the client will like it. ;)

How can I get multiple attraction points in the same scene?

wizlon
02-26-2004, 02:16 AM
use groups.

wizlon
02-26-2004, 02:35 AM
Here's a new scene using groups and multiple emitters, attractors.

Keda
02-26-2004, 12:56 PM
THANK YOU VERY MUCH!

I have learned many useful techniques one this project. I still need to fine tune this, but it's working fairly well.

wizlon
02-27-2004, 03:12 AM
Well done, show us the finished result when it's all over.