Tuesday, July 14, 2009

Keyed physics demystified

P.S. Our two cats went crazy around 4:35 so try not to mind the distracting noise :)


  1. Thnks! Really nice introduction.

    I promise to donate a little amount at the beginning of next month. I like your dedication for this project!

    Can't await to see, what you will do next. Good luck.

  2. The new list for keyed particles is really cool! And thanks to your video I also have a better understanding of keyed particles now (I used them before, but rather intuitive).

    I have another small question:
    Could you maybe raise the maximum particle amount? I know 100k is a lot and with child particles even much more, but e.g. for disintegration effects (with the explode modifier), it would be nice to have some more and child particles are no use.

  3. Daniel:
    Great if the video helped! And yes I plan on going through all particle settings at some point and put in proper soft & hard limits that are now possible in 2.5. The soft limits (min/max for dragging values) will be something quite safe so that you can't freeze/crash your computer, but I'll make sure to raise the hard limits (min/max for direct number input) high enough for those people that know what they're doing and have the hardware for it :)

  4. I never saw this comming, super usefull...this will save loads of time...will this work with hair?

  5. justin:
    It doesn't currently work with hair, but keyed particles can use the path visualization just like hair particles.

  6. I have tested a bit the new length option for children(for guard and underfur),it works great,it's absolutely what I would have liked,thanks!(that threshold parameter is so good that I think you should do a special texture that can drive everything in that way!)
    I have a little reminder for the future,when vertex groups will work again(also for length,I think now vertex groups are not implemented yet) can you make the new length parameter multiplied by the vertex group computed length?
    Using a vertex group for length is common and it makes senses that the children length parameter can work in cooperation with vertex group length(so 1 become vertex group multiplied length and underur a percentage of vertex group lentgh).
    Thanks,and sorry for this bothering!

  7. One feature I wish was possible with the explode modifier is some sort of extrude or thickness of the particles. Exploding something now results in a shattering of an object without thickness.

  8. pino:
    Great you liked the feature! I have some ideas on how to make a 2.5-style grande comeback for vertex groups, so let's see what comes out of that :)

    It's funny how this issue keeps comming back and how I'll give the same response as all the times before. The solution is quite simple: Just get somebody to code an extrude modifier. I think this would also have many more uses other than just exploding stuff. I could do this myself, but my particles todo-list is allready quite long, so I really don't know when I would have the time to do it.

  9. jahka: I understand :) Wouldn't want you to deter you from your work on particles anyway :) At least not until you get path editing done!

  10. This is so cool! Mahtavaa!!! :)

  11. Thank you for your tutorial, it's really helpful!

    Is there a way to have more control over the timing? From my understanding currently we can only click on 'Use Timing' and adjust the Time field accordingly to the LifeTime of the main particles. What I'm trying to do is keep the particles on the main emitter for a while, then move them to the next mesh emitter at a precise time. Then keep the particle on that mesh and at another precise time move them to a third mesh and so on... Struggling with this, I don't see a way to do that.

  12. grfxthought: Unfortunately currently this level of control is not possible, but I'll add the idea to my todo-list and will see if it could be easily implemented in the future.