Return-Path: Received: from moutng.kundenserver.de ([212.227.126.186] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP-TLS id 5119069 for AE-List@media-motion.tv; Mon, 24 Jun 2013 17:15:54 +0200 Received: from oxbaltgw56.schlund.de (oxbaltgw56.schlund.de [172.19.246.180]) by mrelayeu.kundenserver.de (node=mrbap2) with ESMTP (Nemesis) id 0Mbb9R-1UaqBt14Pl-00Ij2Z; Mon, 24 Jun 2013 17:26:12 +0200 Date: Mon, 24 Jun 2013 17:26:12 +0200 (CEST) From: "mylenium@mylenium.de" Reply-To: "mylenium@mylenium.de" To: After Effects Mail List Message-ID: <1596322071.257077.1372087572505.open-xchange@email.1und1.de> In-Reply-To: References: Subject: Re: [AE] Approach, particle repel/attract MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_Part_257076_1513058520.1372087572462" X-Priority: 3 Importance: Medium X-Mailer: Open-Xchange Mailer v7.2.1-Rev4 X-Provags-ID: V02:K0:ug6U7/ci5jUc/p36+74hKaSqN7GevAtlfcp2vtFuYwj WlD3b5B1KN2PzxAROXRKz3H8ooqjLgsdLdX/V5Ec+WXh2CPeez prPYsUIAw0gIQ5lKmhfi1GWaVtPzGMLB80GCFylU1bT6kI7qtD h+PWJX1O9bja6j7us9YZoUPHXfHWGCvSP69c4CRDDuSH2wKurz PTmbRljhPbAqDLpJ8PyOanVM5RPkDzsBTY/JqOZGD/HRUCdMA8 jjkSif5l336V8FAFxn/t7qZTCvpuAlSMFnyIXP6n0XfqYcNst1 c5FDUP2oDtFzzaD65eDalwsefzHcbggy18W+KlYO2kocLHb8Zp 6DOBNVAKfkeFK5hcY/273fvm0swWml5EKzZvrtfrvZzLDSKjSU qX9Bsdhhc8WwMIHWnCalZc/tc9/3Gx+6dU= ------=_Part_257076_1513058520.1372087572462 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: quoted-printable Can't think of a way to do this in Particular since outside the Spherical F= ield there is no real force and the "going back" part would be impossible, anywa= y, otehr than elaborate time-reversal and pre-composing. Similarly, Trapcode F= orm might be usable on some level, but if your shapes need to be more than sphe= res, it will not be enough. Plexus might work on some level, but its container objects or imported OBJ-based point clouds are not physics-based, either. y= ou would have to face that with force fields and al lthat as well. The long an= d short of it probably is, that you can't avoid using a 3D program and even t= here it might take some pretty convoluted setups. E.g. making them accelerate to= ward the surface would require an extra collision distance sampling in Thinking Particles in Cinema 4D and making the particles travel back to the source, = would also entail its own TP setup or some Mograph trickery... Mylenium [Pour Myl=C3=A8ne, ange sur terre] ----------------------------------------- www.mylenium.de > Doug hat am 24. Juni 2013 um 17:11 geschrieben: > > > Hey All, > I'm soliciting some best practices/approaches to designing a field of > particles (think star field like) that would repel from an object were > the particles would be faster the closer to the object and slower the > farther they are from it. I also want most of the ones closer to > cluster around the object (to become more dense). Then to repel, or do > the opposite away from the object back to the original scattered > position. > > My Question is should I use Plexus 2 or can I do this with Particular? > Is there another approach? > thanks, > Doug > > +---End of message---+ > To unsubscribe send any message to ------=_Part_257076_1513058520.1372087572462 MIME-Version: 1.0 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: 7bit
Can't think of a way to do this in Particular since outside the Spherical Field there is no real force and the "going back" part would be impossible, anyway, otehr than elaborate time-reversal and pre-composing. Similarly, Trapcode Form might be usable on some level, but if your shapes need to be more than spheres, it will not be enough. Plexus might work on some level, but its container objects or imported OBJ-based point clouds are not physics-based, either. you would have to face that with force fields and al lthat as well. The long and short of it probably is, that you can't avoid using a 3D program and even there it might take some pretty convoluted setups. E.g. making them accelerate toward the surface would require an extra collision distance sampling in Thinking Particles in Cinema 4D and making the particles travel back to the source, would also entail its own TP setup or some Mograph trickery...
 
Mylenium
 
[Pour Mylène, ange sur terre]
-----------------------------------------
www.mylenium.de

> Doug <bassett.doug@gmail.com> hat am 24. Juni 2013 um 17:11 geschrieben:
>
>
> Hey All,
> I'm soliciting some best practices/approaches to designing a field of
> particles (think star field like) that would repel from an object were
> the particles would be faster the closer to the object and slower the
> farther they are from it. I also want most of the ones closer to
> cluster around the object (to become more dense). Then to repel, or do
> the opposite away from the object back to the original scattered
> position.
>
> My Question is should I use Plexus 2 or can I do this with Particular?
> Is there another approach?
> thanks,
> Doug
>
> +---End of message---+
> To unsubscribe send any message to <ae-list-off@media-motion.tv>
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