Thank You for nice and clear tutorial. Maybe somebody could give a quick tip how to make that sphere act like a kinematic rigid body. So that sphere would push cubes away from itself, but cubes have no effect on sphere. (I want to animate it's path through the particles by hand)
Hey, thanks for sharing. Quick question though. Is there a way to rotate the birth group as a whole? I have an object with many smaller elements as particles but I can only get the individual particles to rotate.
Dont know if i understand you correctly but i'll give it a go. You can group all those small objects and then in birth group check "object and children" that way they are as one. Or if you just want to animate the birth group you can do so by just keyframing your birth group objects, add a lock/bond and also having a mp switch and check spin and speed so it still obey the physics. Maybe im way of, let me know.
Johannes Tiner To give more detail, I've typed out some text, added some quads to the poly, then added a shell modifier to give some thickness. After that I selected all edges and split them so that each face is its own element in the shape. Then I add it to my mParticle birth group and tick the box 'Separate particles for Object Elements'. As soon as I update particles my object snaps to a different rotation than what I set it up as (90 degrees facing down). I tried dragging a lock/bond to the event and adding a placeholder object to the scene to rotate, but it seemed to have no effect (not sure if I'm using it correctly though).
J.R | C.G I see, i tried it and you need to do a reset xform. It's in the Utilities tab. After this, the elements are fine, altho you cannot use the rotation in pflow. If you wish to rotate them as a whole you need to rotate the object itself (create some keyframes) and have a lock/bond plus a switch if you have physics on. Have the lock/bond above the MP world and play around with the check boxes in the switch.
Johannes Tiner Worked like a charm. Can mParticles be baked onto the timeline like mCloth? Scrubbing the timeline as it is brings max to its knees on my computer... Sorry for all the questions, lol. This stuff is just really fun to mess with.
Of course! But why stop there? Maybe add some fire, explosions and smoke? And a epic low budget matrix slowmo effect with some homebrewed dubstep music! :P But i don't know, i'm just free flowing here... ;)
I have been using max for many years, and I have learned even more now, thank you. Keep em coming!
Very very helpful as a beginner coming from X-Particles. Thank you!
Thank You for nice and clear tutorial. Maybe somebody could give a quick tip how to make that sphere act like a kinematic rigid body. So that sphere would push cubes away from itself, but cubes have no effect on sphere. (I want to animate it's path through the particles by hand)
Hey, thanks for sharing. Quick question though. Is there a way to rotate the birth group as a whole? I have an object with many smaller elements as particles but I can only get the individual particles to rotate.
Dont know if i understand you correctly but i'll give it a go.
You can group all those small objects and then in birth group check "object and children" that way they are as one.
Or if you just want to animate the birth group you can do so by just keyframing your birth group objects, add a lock/bond and also having a mp switch and check spin and speed so it still obey the physics.
Maybe im way of, let me know.
Johannes Tiner
To give more detail, I've typed out some text, added some quads to the poly, then added a shell modifier to give some thickness. After that I selected all edges and split them so that each face is its own element in the shape.
Then I add it to my mParticle birth group and tick the box 'Separate particles for Object Elements'. As soon as I update particles my object snaps to a different rotation than what I set it up as (90 degrees facing down).
I tried dragging a lock/bond to the event and adding a placeholder object to the scene to rotate, but it seemed to have no effect (not sure if I'm using it correctly though).
J.R | C.G I see, i tried it and you need to do a reset xform. It's in the Utilities tab. After this, the elements are fine, altho you cannot use the rotation in pflow.
If you wish to rotate them as a whole you need to rotate the object itself (create some keyframes) and have a lock/bond plus a switch if you have physics on. Have the lock/bond above the MP world and play around with the check boxes in the switch.
Johannes Tiner
Worked like a charm. Can mParticles be baked onto the timeline like mCloth? Scrubbing the timeline as it is brings max to its knees on my computer...
Sorry for all the questions, lol. This stuff is just really fun to mess with.
J.R | C.G You can cache it with the Cache disk (to the harddrive), cache selective to the ram. Or use cache/bake simulation in the mp world.
pls, tell me, what about Thinking Particle plugin for 3ds MAX ? Is it supported or its functions are included in PF in 3ds MAX ? Thx
Thanks a lot for your great tutorial!
Best regards johannes
its agood channel
thnx 4 sharing ur knowledge
great thank you! :)
Glad you liked it :)
How sweet!! thanks alot man! .. but still we want a giant machine for this ;)
Of course!
But why stop there? Maybe add some fire, explosions and smoke? And a epic low budget matrix slowmo effect with some homebrewed dubstep music! :P
But i don't know, i'm just free flowing here... ;)
i didn't understand any thing after 5:00 its too complicated :(
nice