1
$\begingroup$

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?

enter image description here enter image description here

Best reguards, OldPowel

$\endgroup$
  • $\begingroup$ Maybe using a vertex weights proximity modifier and make so the vertex group weights influences the particle emission? $\endgroup$ – lemon Mar 8 '17 at 18:14
  • $\begingroup$ Good idea, edited my post. $\endgroup$ – OldPowel Mar 9 '17 at 11:32
  • $\begingroup$ FYI blender.stackexchange.com/questions/3560/…... so this is not the good approach... for now! $\endgroup$ – lemon Mar 9 '17 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 '17 at 17:14

Your Answer

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

Browse other questions tagged or ask your own question.