|
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>
|