PDA

View Full Version : Converting Particles to nulls all at once?



GraphXs
09-26-2012, 12:05 PM
Is their a way to convert particles to nulls all at once? I use the "edit" tab convert to null on the particle emitter, but I can only do one at a time. Anyone know a faster way?

GraphXs
09-26-2012, 12:14 PM
What about converting a single fractured dynamics bullet object to objects with pivot point animation?

Oh, and for the above Create Null, FXLinker miht work, I will have to try it.

jeric_synergy
09-26-2012, 11:42 PM
I don't know, but if you solve this, please post the solution.

nickdigital
09-27-2012, 03:45 AM
Oh, and for the above Create Null, FXLinker miht work, I will have to try it.

Yeah that'll work. Using the MF MotionBaker in conjunction with the MultiMotion script was a good process. We recently had to do something similar to what you're describing.

erikals
09-27-2012, 07:31 AM
What about converting a single fractured dynamics bullet object to objects with pivot point animation?

applying editfx will work, but you have to "bake/convert" one by one piece, might take time, depending on the number of pieces...

jeric_synergy
09-27-2012, 12:16 PM
Yeah that'll work. Using the MF MotionBaker in conjunction with the MultiMotion script was a good process. We recently had to do something similar to what you're describing.
??? Trying to imagine the workflow.... how would that go??? Can FXLinker do its thing with Nulls?

(I really dislike how you get ENORMOUS obj #s from FXLinker.)

nickdigital
09-27-2012, 12:32 PM
??? Trying to imagine the workflow.... how would that go??? Can FXLinker do its thing with Nulls?

(I really dislike how you get ENORMOUS obj #s from FXLinker.)


Do your particle simulation.
Attach your null to the emitter via FXLink.
Clone the null the appropriate number of times. If you plan to apply this motion to an object it's best to name your null to match your target before you clone them.
Use MF Motion Baker on all the nulls. Just a note, if you have a lot it's best to select them with the newer Scene Editor, not the Classic one.
Use the MultiMotionGN to save out all the motion files for all the nulls.
Use MultiMotionGN to load those motion files on to new nulls. Probably best to do this in a new Layout with the same number of nulls. This way you can match the object names during motion load transfer.


Step 6 is in there as it was the workflow that I was using. Not sure if it's necessary. Can't remember if the baked motion overrides the FXLink motion modifier.

jeric_synergy
09-27-2012, 12:35 PM
I thought FXLink cloned objects on its own. :stumped:

nickdigital
09-27-2012, 12:43 PM
I thought FXLink cloned objects on its own. :stumped:

Nope, you need to clone the objects. If you clone an object that has FXLink applied each additional clone will increment to the next point id of the emitter.