PDA

View Full Version : Tutes?: Particles <> DPKit PartMove ?



jeric_synergy
08-24-2015, 07:16 PM
I wouldn't blame anybody if they LMGTFY'd me here, but I'm having a surprisingly* difficult time finding tutes or even discussions about using DPKit PartMove with LW's native Particle FX.

--Or equivalent functionality.

All I ask is that the mockery be clever. :cry:




*surprising 'cuz I thought there'd be lots.

Chernoby
08-24-2015, 07:22 PM
Don't know if he has any specifically on part move but Bryphi has many tuts with particles and dp kit. Loads of cool stuff

prometheus
08-25-2015, 01:20 AM
yes..Brian Phillips recently posted new ones too...
https://www.youtube.com/user/bryphi77/videos

jeric_synergy
08-25-2015, 07:48 AM
Trouble is, I only need something SHORT like a Proton tute, to figure out why PartMove and LW PFX aren't talking to each other.

prometheus
08-25-2015, 10:58 AM
Trouble is, I only need something SHORT like a Proton tute, to figure out why PartMove and LW PFX aren't talking to each other.

yeah..bryphi has a bit of long tutes that might take some patience to follow, but one canīt blame or even complain about that...wouldnīt dare since he is doing so much work and offering them freely.

how do your "simple" setup look like?

partcicles and part move can talk to each other, I at least got particles to move around parts...all by figuring it out myself and not even watching bryphi tutes on particles and partmove.
Though I need to get it more accurate before I would be able to show it I think.

you would probably for a basic setup need these.

part info
Particle info
part move
displacement

so itīs about feeding the part info in to the index of particle info, and feed particle info to position in part move, then feed part mov delta to displacement..thatīs a very rude (Edited..crude)setup ..set the emitter to go 1 meter up in velocity ..make the emitter have the same particle number and set generate by frame...this isnīt completly accurate in terms of having each part align exactly at the position of the particle..will have to look at that.
in my setup..one text object single layered, particles having random weight so the text partīs moves with random weight too.

might post scenefile later if I can get it production ready :)

129483

jeric_synergy
08-26-2015, 12:37 AM
I gotta quit doing this late at night.... getting nowhere....

I assume a "particle" object can just be bunch of points, not required that it be generated by a particle system, right?

prometheus
08-26-2015, 01:13 AM
I gotta quit doing this late at night.... getting nowhere....

I assume a "particle" object can just be bunch of points, not required that it be generated by a particle system, right?


not correctly if we go in to semantics, points arenīt particles..but you did mentioned it within apostrophe.."particle object" so we could also say..yes:D

But you canīt use a particle node on the points, particle node will only take in account the pfx system..not modeled points, you would need the point info node..then morph the heck out of the points as you want.
Brian Phillips (bryphi77)often uses points in his tutorials on how to control parts.

Farhad_azer
08-26-2015, 01:55 AM
I just find this:

https://www.youtube.com/watch?v=cdplL2IE1mo

have you seen it?

prometheus
08-26-2015, 05:47 AM
I just find this:

https://www.youtube.com/watch?v=cdplL2IE1mo

have you seen it?

itīs not directly related to jericīs question about particles and part move..but might be useful anyway...
A different way(even for blinds) if you donīt want to use a node ..but only the node setup, you could simply add a speed time node and a make vector node, then plug those in to rotate or move..in my sample here I got a little more going on since I wanted normal movement too..

You donīt need to worry about long tutorials, and silly voices..nothing of that from me..you get it straigth up..with room for yourself to think :)


https://www.youtube.com/watch?v=FMhZBt7VUTg