I'm animating an underwater robot. I'd like him to emit particles (bubbles) as soon as he moves (X and Y direction). Is there a possibility to convert the coordinate-changerate to particle emission? Or a ideas for a work-around?

I already tried the Vertex Weight Proximity Modifier, but the particle emission work only staticly with it. The screenshots show an example of the weight paint according to the distance to the empty. In the beginning, the particles fit the weight paint. But as the empty moves on to the other side, the particles just ignore the change of weight paint. What do to?

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Best reguards, OldPowel

  • $\begingroup$ Maybe using a vertex weights proximity modifier and make so the vertex group weights influences the particle emission? $\endgroup$
    – lemon
    Mar 8, 2017 at 18:14
  • $\begingroup$ Good idea, edited my post. $\endgroup$
    – OldPowel
    Mar 9, 2017 at 11:32
  • $\begingroup$ FYI blender.stackexchange.com/questions/3560/…... so this is not the good approach... for now! $\endgroup$
    – lemon
    Mar 9, 2017 at 15:37
  • $\begingroup$ As the vertex weights is not a solution, you should have a look at this with some possibilities given by Animation Nodes blender.stackexchange.com/questions/67207/…. Here you can control all the bubbles in time $\endgroup$
    – lemon
    Mar 9, 2017 at 17:14


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