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Tequila
22-06-2005, 02:25 PM
Hi, now I need an object with the attribute of a magnet, which adduct particles. I tried to make it with an UDeflector and put the friction to 100 % and the rest to 0. The only problem is, how to stop the rotation of the particle after adhere on the object with the deflector.

And is there an option to bind the deflektor on the geometric object and then on his instances, because i dont want to define a new deflector for any object. :crazy:

Tequila
23-06-2005, 04:31 PM
No answer? Hm, well ... hope anybody knows one ... :ugh:

shikav4
23-06-2005, 05:08 PM
may be you should change particle life to 0

Tequila
23-06-2005, 07:52 PM
But the particle life attribute only change the time, the partivle exists in the scene after he was outburst by the emitter. So when you change the particle life, it only exists the rest of the animation. That doesn't solve the problem, I think.

Buzzy
23-06-2005, 08:18 PM
try playing with a spherical gravity space warp... it draws particles toward a point instead of just in a general direction like planar gravity does.

MaggieQue
24-06-2005, 02:59 PM
I have tried 2 types of methods, will tell u how I do it after dating with my girl friend.

Type 1:

MaggieQue
24-06-2005, 03:00 PM
Type 2:

MaggieQue
26-06-2005, 12:42 AM
First Method, it's not really "attracting" particle, and u have too reverse the animation. It's a "fake magnet", but I feel that it really looks like magnet attracts particle. We need:

Particle System: Spray
Forces: Motor
Deflector: POmniFlect/PDynaFlect

Spray (binded with Motor then POmni/DynaFlector):
Viewport Count: 500
Render Count: 500
Drop Size: 20
Speed: 100
Render: Tetrahedron
Life: 300

POmniFlect/PDynaFlect:
Time off: 300
Reflects: 100
Bounce: 0

Motor:
Off Time: 300
Basic Torque: 0.01 N-m
Check Feedback on
Target Revs: 100
Choose RPS
Gain 100000

MaggieQue
26-06-2005, 01:13 AM
Type 2, we need:

Particle System: PF Source (click Particle View at the modifier panel)
Model:
1. Instanced Geometry for particle: a low polygon count sphere
2. Target model: Torus (or any model u like)
Deflector: UDeflector (at the modifier panel, click Pick Object, then select Torus. Set all Particle
Bounce setting to zero)

PF Source
Birth 01
- Emit Stop: 300
- Rate: 1000

Position Icon 01
- Location: Surface

Find Target 01
- Control By Speed
- Is Less Than: 100 (adjust Target Pivot/Point and this value to meet ur need)
- Check Use Cruise Speed
Speed: 10000
Accel Limit: 10000
- Target: Choose Mesh Objects, add Torus into list

Shape Instance 01
- Particle Geometry Object (Click None to add Sphere)

Display 01/02
- Type: Geometry

Collistion 01
- Deflectors: UDeflector
- Test True Of Particle: Choose Collides, and Stop for Speed


This is for ur reference only, the information may insufficient and wrong. Good luck.