What would the setup look like to morph or get particles to form the shape of a mesh from another. Is it possible with the extra nodes that 3D Singh VFX has created.

  • 1
    $\begingroup$ Thank you your Awesome, much appreciated! $\endgroup$ – Bopstar Oct 14 '19 at 9:32
  • 1
    $\begingroup$ @3DSinghVFX Thanks so very much for your detailed explanation, and taking time out of your busy study life to help, greatly appreciated. Sorry for the delay had a family health emergency. What I'm trying to do is very similar to what is described here (youtube.com/watch?v=lPCs4XbGth8) but without using the keyed particle setup and its limitations. $\endgroup$ – Bopstar Oct 27 '19 at 7:51
  • 1
    $\begingroup$ I'm not sure how to go about this, or if it is possible. Would you still need a particle system on each object to give the vector locations? I'm a bit lost and you r help guidance would be greatly appreciated. Thank you so very much for all your help and time, once again greatly appreciated. $\endgroup$ – Bopstar Oct 27 '19 at 7:53
  • 1
    $\begingroup$ @3DSinghVFX This is outstanding! Thank you so much, I will let you know if I have any issues. $\endgroup$ – Bopstar Nov 3 '19 at 7:50
  • 1
    $\begingroup$ @3DSinghVFX, Thanks so very much this is perfect. Thanks for all our help with understand this and creating these nodes. $\endgroup$ – Bopstar Nov 4 '19 at 17:57

enter image description here

Note- Please watch the tutorials of Animation Nodes based particle-system for Blender2.79x and Blender 2.8x and Forces and other Group Nodes.

I am using Blender 2.79x for the morphing particles but you can also use the same node-tree in Blender2.8x.


Morphing particles between animated objects: For morphing, we need random points on the mesh of the object that we will use for the locations of particles. So, I have made a AN-Random Points on Mesh group-node to scatter random points on the mesh using BVH nodes. You can adjust the seed, Amount (in this case is total particles) and scale, enter image description here

I have also made a AN-Custom Delay Falloff group-node which has easy controls (similar to keyed particle-system) for morphing transition between objects, enter image description here

Step-1: I have added the particle-emitter Object A (Cube, you can also use a separate object for particle-emitter) and Object B (Cylinder) with animation on xyz-rotation,

enter image description here

The Emitter has these settings:

enter image description here

Step-2: Then add the AN-Particle Input group node which gives the necessary outputs (particle-system, locations, etc) and Particles Output node then connect the particle-system input, and also disable the Always execution option in the N-panel, enter image description here (You can download extra Group Nodes if you need.)

Step-3: Now we have to find the points/locations on the mesh objects (Emitter and Target) using AN-Random Points on Mesh group-node and Amount is the total number of particles: enter image description here

Step-4: For the morphing effect, we have to Mix points (on the mesh, mentioned in Step-3) using AN-Vector List Mixer with Falloff which works similar to Mix Vectors node. Now, we can control the transition with any Falloff node, enter image description here

Step-5: We have the resultant locations (or Post-Locations, after doing Step-4) and Pre-Locations, so we can calculate the velocities of the particles using AN-Velocities From Locations group node then connect the Post-Locations and Velocities to the Particles Output node, enter image description here

Step-6: This is the final step, add the Falloff node which will control the morph transition. I have used the AN-Custom Delay Falloff node and set the Start Frame = 1, End Frame = 200 and Delay = 0.01 (you can change accordingly, e.g., to add some frames stay on some object), enter image description here

Step-7: We can easily extend this node-tree for three objects transitions, here the third object is Object C (Ico sphere), enter image description here

Step-8: I have used the AN-3D Noise group-node to add turbulence effect to the particles, and using Interpolate-node I have limited the turbulence effect during the transition, (two objects), enter image description here

For three objects, enter image description here

Step-9: After the final transition, to make the interaction of particles with gravity, I have added the Force filed and enable the All field weights in the particle settings. Then connect the AN-Vector List Mixer with Falloff group-node after the final object (in this case is Object C) to off the effect of final transition object and its falloff parameter is controlled by AN-Custom Delay Falloff group-node: enter image description here

Three objects morphing of particles and interaction with gravity, the final node-tree: enter image description here

Blend File for Blender 2.79x:

Blend File For Blender 2.8x (required addon to bake Node-Based Particles):

enter image description here

|improve this answer|||||

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.