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
>
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>
>
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>
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>
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>
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