Filled Animated Figure

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DeltaJuliet
Posts: 78
Joined: Thu May 30, 2013 1:19 pm

Filled Animated Figure

Post by DeltaJuliet » Thu Jul 04, 2013 6:26 pm

Hi all,

I have imported an animated figure into RF and filled it with particles, what i want to do is have the figure animating as the partcles fall to the floor.
is this possible? if so how?

thanks

Dave.

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Oldcode
Posts: 170
Joined: Fri Nov 04, 2011 12:35 am

Re: Filled Animated Figure

Post by Oldcode » Fri Jul 05, 2013 3:44 am

Hi,

I've had some experience with this using Poser figures. The idea is to animate the figure in your 3D application, export the figure to a SD file, select the figure in Real Flow and use a Fill Object Emitter.

One thing you have to watch out for is make sure your use a scale setting so the polygons on your figure are big enough to interact with particles. Poser figures are very highly detailed so the polygons are very small. I'm doing a project now where I set the scale to 25 to make the polygons big enough.

Good luck,

DeltaJuliet
Posts: 78
Joined: Thu May 30, 2013 1:19 pm

Re: Filled Animated Figure

Post by DeltaJuliet » Fri Jul 05, 2013 4:14 pm

Hey Oldcode,

I am able to import the animated figure and fill it with particles fine, its the next part thats the problem :D
i want the character to drop to the floor (as a puddle ;) ) but still animate as its falling.

cheers

Dave.

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Oldcode
Posts: 170
Joined: Fri Nov 04, 2011 12:35 am

Re: Filled Animated Figure

Post by Oldcode » Fri Jul 05, 2013 6:53 pm

In that case you need a Melt script. What happens in most melt scripts is when a condition for the melt is met, your particles are moved to another emitter so they can be free of the figure geometry and affected by gravity.

Do a google search. There are some of free melt scripts tutorials out there that you can use. If you have 2013, one of the demo scenes is a melt.

Good luck,

NetinhoDaCosta
Posts: 3
Joined: Mon Apr 27, 2015 10:50 pm

Re: Filled Animated Figure

Post by NetinhoDaCosta » Mon May 04, 2015 10:38 am

Hi DeltaJliet,

Maybe you can use a filter deamon with an extra particle container as the second particle emitter.
When your object is inside a cube/sphere for example, the filter kisks in and converts your particles to the second emitter (wich is the only one affacted by gravity and such)

Would that be something you can try?

Da Costa

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