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Thread: how do i stop emitting particles in time and move camera

  1. #1
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    how do i stop emitting particles in time and move camera

    hi guys,
    could anyone guide me through how do i pause emitting particles in time and move camera around them (bullet time effect)?

    Thanks
    Last edited by stephefrank; 07-06-2014 at 12:10 AM.

  2. #2
    Vacant, pretty vacant pinkmouse's Avatar
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    I don't believe you can, none of the appropriate controls have envelopes. You might be able to do something by saving the pfx file and editing it in Chronosculpt, but I don't have it so can't confirm. If you don't have too many particles, you might be able to do something in Bullet:



    ...by enveloping the Time Scale, (under the World tab in the dynamics panel).
    Last edited by pinkmouse; 07-06-2014 at 02:32 AM.
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  3. #3
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    You may try to rescan the emitter in another format,
    like MDD or Maya Cache, then play it with a MDD Pointer or MC Emitter
    with mapped Time in DP Motion Designer.

    Denis.

  4. #4
    RETROGRADER prometheus's Avatar
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    Thereīs also an option to convert the particles(if you started with hv emitters that is) to partigons by the particle2partigon command, and you can save out the particles as freezed points with the save transformed command, so whatever frame you save out from, you will
    get a 1point poly static cluster from that, or you could start with a partigon emitter instead of hv emitter so you skip the convert process.

    partigons can be used as both 1point polyīs or used together with hypervoxels, with hypervoxels you would probably like to dissolve the rendering of the polys so you donīt get both.
    The particle2partigon command is hidden, you have to search for it in your menu setups and add it to whatever menu you like, best is probably to start using a partigon emitter than hv emitter from start though.

    Then you might be able to load that freezed cluster and have it start to be visible at the very frame you need the bullet time effect, and then simply dissolve the other main particle cluster at the very same frame.
    Otherwise I think dpont gave a good advice.

  5. #5
    Quote Originally Posted by stephefrank View Post
    hi guys,
    could anyone guide me through how do i pause emitting particles in time and move camera around them (bullet time effect)?

    Thanks
    Hi,
    maybe you can use the TimeWarp Modifier in the Motion panel of the camera.
    But be warned: messing with time can destroy your brain!

    ciao
    Thomas
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    I use two pieces of the three-piece application with mocap module.

  6. #6
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    I was going to suggest a similar solution to Prometheus, I believe also there was a plugin that saved out pfx to modeler. But I would use prometheus solution as it requires no plugin.

    I did note however that when I went to search for the particle2partigon in the edit menu function, that the using partial string of particle - that there is no next instance button, instead you have to press search again then ok again.
    Maybe something that could be useful to add - similar to say find next in PDF's.
    Last edited by VIDandCGI; 07-06-2014 at 09:37 AM.
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  7. #7
    it's a manhole cover ↓ JoePoe's Avatar
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    So, um.... a little confused here.

    Won't a simple envelope on velocity do this?

    Click image for larger version. 

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    Last edited by JoePoe; 07-06-2014 at 11:18 AM.
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  8. #8
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    Thanks everyone for the help.. very usefull stuff

    thanks

  9. #9
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by JoePoe View Post
    So, um.... a little confused here.

    Won't a simple envelope on velocity do this?

    Click image for larger version. 

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    Edit....
    you might be right...I think, seems you would have to adjust weight and resistance maybe, since it donīt stop and freeze completly.

  10. #10
    RETROGRADER prometheus's Avatar
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    was testing some scanning and trying to get mddīs from the particles with no luck, not sure if the emitter specificly needs to have it set to emitt by frame and equal amount of particle limits as it is born per frame, since mdd I donīt think will work correctly on items with a changing point count.

    Not sure if dpontīs suggestion would really work here?

  11. #11
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    Quote Originally Posted by prometheus View Post
    ...since mdd I donīt think will work correctly on items with a changing point count...
    The output object and MDD file have a point count
    set to the maximum of particles emitted,
    so limby particles stay at a default position,
    you may also play the in the MDD Emitter directly.

    For my usage I prefer the MC format,
    multiple files format allows time mapping,
    streaming is too complicated in one file,
    with blocks varying in size (number of particles).

    That's say if a particle scan doesn't work
    with a specific emiiter, I could look at it.

    Denis.

  12. #12
    Seems like a simple thing but it is not. Why on earth playback speed is not envelopable?

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