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Activity Forums Adobe After Effects Specific look desired, no solution yet acquired….

  • Specific look desired, no solution yet acquired….

    Posted by Ricardo Nichols on December 30, 2006 at 3:09 am

    I have seen tutorials showing bouncing balls that nicely decrease in bounce until the ball comes to rest on the ‘floor’ of the frame. What I want to do is launch a bunch of balls into the air, bounce off walls, and ultimately come to rest in the same way on the bottom of the screen. The tool that gives me exactly what I want with the exception of the balls decreasing in velocity and coming to rest at the bottom is the Particle Playground canon. I create a wall, have them ricochet around all nicelike, but there is no way I know of to have the particles grow weaker in velocity and bounce less each time and ultimately come to rest on the bottom motionless.

    Does anyone know of a way to accomplish this?

    Pretty please?

    Thehardmenpath replied 19 years, 4 months ago 3 Members · 2 Replies
  • 2 Replies
  • Chris Smith

    December 30, 2006 at 4:33 am

    AE, I can’t tell you much about, but in many of the popular 3D apps it’s a piece of cake by turning on dynamics. Like in C4d, the dynamics module or the free plugin “Fizz” will do this easily.

    Particular has some dynamics and collisions if you’re willing to buy the plug-in for AE.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Thehardmenpath

    December 30, 2006 at 4:36 am

    I am not a particles expert, but you can try to use the persistent property mapper. This might work:

    Set the map layer to a white solid.
    Affects Older/Younger = put there the second when you want them to stop completely.
    Age Feather = the same /2
    Map Red and Green to X and Y Speed, values 0 min and 0 max.
    Map Blue to Y and put the min and max values equal to the line where the balls should stop.
    Then animate the gravity force from your default value in the first keyframe to an absurdly high value (10.000) in a keyframe n seconds later where n = Affects Older/Younger value.

    It isn’t physically perfect, but it works smoothly for me when I reduce the particles per second to 0 after a short time.

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