Verlet integration might be useful in these cases. With Verlet integration, you 
store the previous positions and back-calculate the velocity from that, instead 
of calculating the forward velocity as in standard Euler integration.

gray

From: [email protected] 
[mailto:[email protected]] On Behalf Of Andy Moorer
Sent: Sunday, June 03, 2012 02:18 PM
To: [email protected]
Cc: [email protected]
Subject: Re: ICE: Vortex and Lagoa

Yeah I should have pointed that out... There's always a sacrifice between the 
simplicity and emergent behavior of simulations and the control you can get by 
being more direct and specifying explicit positions per frame.

The more "custom" you get, the more you have to chase down and account for this 
kind of thing. The motionblur problem with nonsimulated ICE animations is the 
biggie - enough so that it might be advisable for the softimage devs to 
implement some in-box solutions, like perhaps an option for computing a per 
point velocity during caching, or writing special "absolute" point position and 
velocity variables after the post-process step...


On Jun 3, 2012, at 1:36 PM, Jonathan Laborde 
<[email protected]<mailto:[email protected]>> wrote:
Great answer Andy. But be careful with such a technique (blend between 
simulation and manual positioning) as the point position will be as you expect 
but point velocity will not be calculated properly. Your motion blur will be 
wrong in that case, and you will have tu manually set it in post process.
Rock n' roll
--
JONATHAN LABORDE
FX Artist

www.rodeofx.com<http://www.rodeofx.com/>

On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer 
<[email protected]<mailto:[email protected]>> wrote:
Byron hi there. Can't answer your questions about differences between lagoa and 
"normal" reaction to forces, but the results you are seeing with a combination 
of forces (one to move particles along a curve, the other to draw particles 
towards a curve) is one I'm familiar with. It's easy to fall into the 
"simulation trap," where you drive yourself crazy trying to find a perfect 
balance of forces to get the results you want.

There are a couple of suggestions I can give you... The first is to clamp the 
maximum speed at which a particle is allowed to move: get particle velocity, 
get "length" or magnitude of the vector (this is "speed.") If the speed > a max 
value you set, new speed=max value. Normalize your original velocity vector and 
multiply it by new-speed.

The result, particles obey the forces you set, but never travel so fast that 
they get flung away, and never develop enough momentum to get out of control. A 
drag force coupled with velocity can produce similar results .

Another option is to replace or blend your "suction" and "along curve" forces 
with a setup which places each particle at a specific position in relation to 
the curve, animated of course. I haven't tried this kind of approach in this 
particular context, but in general the result is a hybrid of a simulated look 
and an "absolute" look... particles are simulated to a certain extent, blending 
to an absolute predetermined position. I've attached a simple example of this 
kind of thing, a simple post-sim blend between a simulation and goal positions 
on geometry.

Cheers
Andy

On Fri, Jun 1, 2012 at 9:32 AM, Byron Nash 
<[email protected]<mailto:[email protected]>> wrote:
I'm trying to make something along the lines of this video from Firebird 
https://vimeo.com/29367269. It uses Lagoa and some of the vortex techniques 
Brad showed in one of his videos. I can get it to move somewhat but can't keep 
the points on the curve. They tend to fling off despite increasing the 
"suction" controls. How does Lagoa respond differently to forces than normal 
ICE particles?


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