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Activity Forums Adobe After Effects Particle Playground Wall properties

  • Particle Playground Wall properties

    Posted by Michael Duff on August 28, 2006 at 3:24 am

    hi all – I’m currently working on a job using PP to create a handful of “balls” dropping onto a surface. I’ve put an open mask along where the surface should be and set it as the wall so that the particles bounce off the surface. The only problem is that the wall option in particle playground doesn’t have any options to vary things like elasticity/bounciness…… so the balls leave the wall with the same velocity….. does anyone know of a way to make the wall absorb some of the particles energy so that their velocity is affected? btw I don’t have particular although I would be curious to know if it would help me out.

    Thanks all

    AE 7.0 Pro

    Michael Duff replied 19 years, 8 months ago 3 Members · 7 Replies
  • 7 Replies
  • Julian Sixx

    August 28, 2006 at 4:23 am

    Hi
    [duffbeer911] “btw I don’t have particular although I would be curious to know if it would help me out.”
    Yes,Particular does the trick.It has got a bouncing option

  • Roland R. kahlenberg

    August 28, 2006 at 4:45 am

    There are options for velocity and kinetic friction in the Persistent Property Mapper. Those should help you somewhat. Have you tried to see if Foam will do the same thing for you?

    Good Luck
    Roland Kahlenberg
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

  • Michael Duff

    August 28, 2006 at 5:55 am

    hi guys, thanks for the suggestions although I still haven’t had much luck…. foam just didn;t seem to create the physics that I wanted,,,, and I couldn’t get PPM to do exacly what I wanted. I think maybe I will have to do it in real 3D as I don’t have particular.

    Anyways, here is a simplified render of my scene – you see the particles just never die!

    https://www.bearcage.com.au/duff/particletest.mov

    Thanks for the help

  • Roland R. kahlenberg

    August 28, 2006 at 12:12 pm

    Here’s the deal: Use a Solid and apply Render->Ramp with its default value. use this as your Persistent Property Mapper.

    For Particle Playground, use the Kinetic Friction property to affect your particles. Set the Maximum value to 0.01 (no keyframes required). For the Minimum value, set an initial keyframe value of 0.01 at about the 2-second mark. At a later point in time, perhaps 10 seconds layer, set a value of 0.1

    Becareful though, your balls will die off this way. Sorry, I couldn’t resist.

    Cheers
    Roland Kahlenberg
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

  • Michael Duff

    August 28, 2006 at 11:24 pm

    https://www.bearcage.com.au/duff/particletest2.mov

    thank you very much! this is doing the job….although my balls do drop off at the end 😉 a bit of timeremapping should dodge me around that

    …… and you’ve opened me up to a whole new world of persistent property mapper

  • Roland R. kahlenberg

    August 28, 2006 at 11:59 pm

    [duffbeer911] “although my balls do drop off at the end 😉 a bit of timeremapping should dodge me around that”

    You can get around that by adding keyframes for the Max value. Set the first keyframe to .01 as prescribed earlier. Change it to a Hold Keyframe. Then, at the same time as the last keyframe for the Minimum Value, set the value for Max to a large negative value, eg. -50. This should stop the balls from falling off.

    I had a look at your movie and it looks decent but a little cartoony. Things seem to move too much – perhaps that’s what you want. You should be able to achieve a more natural feel to the movements by adjusting the timing of your keyframes – just a thought.

    You may also want to create another property map for Scale X to give the balls a squashed look as they hit the Wall. Just create Solid with Ramp applied. This time, the gradient has to be mostly black at the top and the gray areas to only slightly encroach into the Wall area – the bottom should be white.

    For the ScaleX property, Set Minimum Value to 1 and Maximum to 2, or slightly larger – to taste. If you’re not sure of how to create muliple property mappers then use the Ephemereal Property Mapper. Check out my COW Tutorial entitled, Fun in Particle Playland. It covers the creation of multiple mappers for either the Persistent Property Mapper or the Ephemereal Property Mapper.

    Have Fun!Roland Kahlenberg
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

  • Michael Duff

    August 29, 2006 at 7:06 am

    thanks for the tips….. the balls are actually going to be “hundreds and thousands”, you know, those little round sprinkles that go on cakes. so the squash factor isn’t too important – but I’m sure I will use that technique in future

    thanks again!

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