28th December 2005, 01:01
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#3 (permalink)
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| Always learning new stuff
Join Date: Jul 2002 Location: Merignac, France
Posts: 11,315
| | Second part: Deflector and final render | | | | In the assembly room, drag a vertex object, and switch to the modeling room. | | |  | | |
| | | In the construct menu, choose Insert 3D > Cylinder. | | |  | | |
| | | Set the different values: 1 - Choose a large value for the Height. 2 - Increase the section value, which will allow for smoother deformation later. 3 - Set the creation axis to Y. 4 - Click OK to validate. | | |  | | |
| | | Remove the caps on both side of the cylinder (Del Key). | | |  | | |
| | | | In the assembly room, add some bones inside the cylinder. Be careful of the placement of the bones. | | |  | | |
| | | | Select both bones (pick the parent) and the cylinder, and in the Skinning menu choose "Attach Skelton". | | |  | | |
| | | | Now, rotate some bones. The cylinder should be deformed by the bones, like the example below. If you need to, you can change the bones influences in the vertex room. | | |  | | |
| | | | Undo your rotation and put your particle emitter on the opening of the cylinder. You will need to rotate the emitter to put it on the opening of this cylinder. | | |  | | |
| | | Double click on the Particle emitter to edit its parameters (or select it in the Assembly room and click on the Modeling room icon) and switch to the Advanced tab: 1 - Check the Collide with Scene check box. 2 - Check the “Only” radio button. 3 - Click on the "Change" button and add the Cylinder (Tube in the example). 4 - The Tube should appear on the list. | | |  | | |
| | | Now check the particles inside the Cylinder deformed with the bones. You can also scale the bones to change the Cylinder radius. Remember that the particles collide with the Cylinder, but only on the hotpoint. It's OK if the particles go out of the tube a little bit. | | |  | | |
| | | | Click on the Cylinder and in the Property panel, uncheck the Visible parameter. By doing this, the cylinder won't be rendered. | | |  | | |
| | | | It's time to do a test render of the deflected parameters. You should have something like the render below: | | |  | | |
| | | | After some tweaking of the particles parameters and shader modification, you should have easily something like below: | | |  | | |
| | | | And that’s it! You now know how to change the flow of your particles with the help of hidden deflectors in Carrara 5. |
Last edited by Thomas; 22nd July 2008 at 11:27.
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