Effector push out from point
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Hi Dr Sassi, hope you're enjoying your holiday!
Quick question for when you're back, do you happen to know if it's possible to use an effector to push objects out from a central (or predefined) point?
I'm still working on that globe I sent you earlier, I've managed to cut a few pieces out but I just need to figure out a way to push them out from the center of the globe - I've tried the plain, random and push appart effector but none of them seem to work the way I want, they always move along the wrong axis.
I guess I could use dynamics with an attractor but that's going to add a lot of extra complexity when all I need is for the parts to move out slightly, preferably controllable with fields.
I thought maybe using the target effector might be a way to keep them pointed toward the center but still I dont know a way to push them out from the center.
Here's where I got to anyway: https://we.tl/t-dKm0KSqbEM
Thanks again!
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Hi MaverickMongoose,
Thanks for the file, and using Wetransfer!
If this can be done in any way, I would just select all the "Fragments" that need to fly away and reset their Axis while they are in the position to build the Sphere. This can be done in one step, with the Axis Center. Then, they fly toward the Axis you chose to change.
If you place a random effector into the mix, please note that the list of effectors matters, i.e., the result will change based on what comes first, etc.
With the L key, you can change the Axis to predetermine the direction and its position when the field will affect the "Fragment".
Example
CV4_2025_drs_24_ANch_01.c4dEnjoy your weekend
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Cheers, I was thinking of doing that but there will be a lot of pieces so it might take quite a long time. Thought there might be an efector I've overlooked.
Thanks for the project file though, thats definitely a better setup than I had!
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Hi MaverickMongoose,
This works in one step, using the Axis Center while all pieces are selected. Why Do I suggest this? When all fragment axes are in the same position, they are seen as the same object. Hence, my suggestion is to move those. It doesn't matter that the geometry is elsewhere; the axis allows MoGraph to see the difference.
This is a typical problem. In most cases, one can move the clones "apart" based on their ID, then affect those and inverse the being "apart" effect. Here, the little differences (moving them temporarily "apart") and then taking them back after the main changes will not show up so much in the final result but allow the system to differentiate.
In the case of the globe, all Fragments had the same 0,0,0 position. MoGraph can't sort these clones by its idea of the space, which are the uvw coordinates (Not to confuse with the UV(W) texture-based coordinates. They also sit alos in the UVW in the same position; hence, they move the same, or for random values, they move in the same direction but variations (perhaps) of plus/minus.
To answer another point: Yes, your idea with the Simulation might work well here.
All the best.