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TP beginner question
Posted by Elchino on August 5, 2005 at 4:05 pmi went through the basic TP tut on maxon’s site… i see the emitter emit stuff when i hit play but how to i assign an object to this?
Elchino replied 21 years ago 3 Members · 4 Replies -
4 Replies
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Brian Jones
August 5, 2005 at 9:04 pmAssuming it’s the tut I think it is, take the Particle Birth output from the PStorm node and pass it to a PShape node. Click on the PShape node and drag the shape you want to emit into the PShape’s ‘Object’ slot. Add a Particle Geometry object from Plugins/Thinking Particles.
Take a look at Objects/Object Library/TP Basic Emitter (and others from that menu) to give you an idea. They can be more complex than is easy to understand when you are first getting in to it but the general setup is instructive.
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Elchino
August 5, 2005 at 9:23 pmOk, but once i delete the PShape Cube and place in my own I hit play and it goes to just default view types, like ticks, flakes, etc… does not show my [blood cell] ploygon object.
after everything i’ve tried the PShape just goes back to ‘None’
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Chris Smith
August 6, 2005 at 1:28 amDid you click on the Pshape node then drag your blood cell to it’s object box? It needs to know what object to instance.
Chris Smith
https://www.sugarfilmproduction.com -
Elchino
August 8, 2005 at 8:06 pmWhat I was doing was taking a particle system from the library and trying to modify that. That wasn’t working too well. Starting from scratch has produced better results. I have since learned how to do collision and particle-particle collision thanks to the… ahem.. manual. Having 0 experience with TP has hindered this process but now I have come across another dilemma.
I have collision with object and collision with [self] but my problem now is that the particles STILL intersect with one another slightly as they spin and such. Is there any way to give them full collision properties? Deflector type is OBJECT in the PDeflector parameters but this only applies to the other object, as you probably know. I can’t specify geometry or object or anything in the PRepulsion&Bounce parameters. Do I need to work with those parameters to make it so the particles to NOT intersect at all?
Thank you for your previous reply, by the way.
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