Well, if you put 0.5 in the multiply node then every frame the strand will (or should!) half in size, which will probably be way too quick. So give something like 0.9 a try.
On 5 March 2014 17:19, Grahame Fuller <[email protected]> wrote: > I would have used Pop from Array but Resize should work too. Is there > something else in the tree that's creating strands at a default length > every frame? > > gray > > From: [email protected] [mailto: > [email protected]] On Behalf Of Peter Agg > Sent: Wednesday, March 05, 2014 12:05 PM > To: [email protected] > Subject: Re: shrinking strands > > Another way would be to get the StrandPostion, subtract the PointPosition > (or the first value of the StrandPosition array), Multiply By Scalar by > some factor less than zero, add back on the Point Position, then set as the > StrandPosition again.. > > On 5 March 2014 17:00, adrian wyer <[email protected]<mailto: > [email protected]>> wrote: > > > > > i thought this might work...maybe i'm just not getting it? > > > > a > > > > -----Original Message----- > From: [email protected]<mailto: > [email protected]> > [mailto:[email protected]<mailto: > [email protected]>] On Behalf Of Grahame Fuller > Sent: 05 March 2014 16:39 > To: [email protected]<mailto:[email protected] > > > Subject: RE: shrinking strands > > > > StrandLength is just a custom attribute that gets set by some of the stand > compounds as a convenience, e.g., if you want to use it to drive something > else. It doesn't actually control the strand length, it's just the sum of > deltas in the StrandPosition array. > > > > If you want to make the strand shrink, you can remove the last item from > the > StrandPostion array instead. > > > > gray > > > > From: [email protected]<mailto: > [email protected]> > [mailto:[email protected]<mailto: > [email protected]>] On Behalf Of adrian wyer > > Sent: Wednesday, March 05, 2014 11:29 AM > > To: [email protected]<mailto:[email protected] > > > > Subject: shrinking strands > > > > quick question (work goes on even after yesterday) > > > > i have a particle system firing points that have strands trailing after > them, they stick to a surface on collision > > > > i have a state machine which, for starters, won't let me use "IsStuck" as a > trigger, i can work around this, but it's bloody annoying > > > > the problem is that once the particle enters state 1, IE is stuck on the > floor, i want the strand trail to shrink over time > > > > i have tried starting a timer on enter state 1, then grabbing values from > the timer and subtracting them from .strandlength, but it only shrinks on > the first frame, even though this is plugged into execute on every frame > > > > i can post a scene i f someone fancies having a look, or if anyone knows > how > to plot rocket trajectories and have them fade on impact, i'm all ears! > > > > thanks > > > > > > Adrian Wyer > > Fluid Pictures > > 75-77 Margaret St. > > London > > W1W 8SY > > ++44(0) 207 580 0829<tel:%2B%2B44%280%29%20207%20580%200829> > > > > [email protected]<mailto:[email protected] > ><blocked::blocked::blocked::blocked::mailto:ad<mailto:ad> > [email protected]<mailto:[email protected]>> > > www.fluid-pictures.com<http://www.fluid-pictures.com > ><blocked::blocked::blocked::blocked::http://www.fluid- > pictures.com/<http://pictures.com/>> > > > > Fluid Pictures Limited is registered in England and Wales. > > Company number:5657815 > > VAT number: 872 6893 71 > > > >

