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Here is an option with a zero-gravity Cloth simulation. First, lazy modeling of these flower petals inside: create a plane and subdivide it a few times. That's the flower petal instance. create a tiny sphere and add 20 hair particles. set the Particle Settings > Render > Render As to Object and Particle Settings > Render > Instance Object to ...

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I have realised my mistake and here's the answer. I rotated the object which caused the misalignment. So to get the desired effect I wanted, I "applied" the rotation by pressing Ctrl-A and selecting the rotation to make it zero again. then the instanced object aligned properly again. Here's the test file

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Disable under Properties window > Physics > Rigid Body for your particle object. RB is not used in calculation of this sim anyway. This can be the conflict – blender tries to sim RB and Particles at the same time. NOTE: It is weird ... when RB is disabled for this object, object disappears from your Collection. You can find it in Outliner when you ...

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Since this is a cartoon effect, it's very straightforward to do. Here's a cartoon arrow consisting of three parts, a cone shaped head; a cylinder shaped body; and a tapered tail. You can make the head and body whatever shape you want, and you can make the tail much smaller, although for the effect it's easier to wide end of the tail to the end of the body: ...

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In the physics properties for the Domain, under particle you need to check some combination of Spray, Foam, and Bubbles; and then experiment with the settings to get the result you want. I can't tell you specific value for settings, because that would depend on the look and lighting you want. Make sure you change the type to Modular or All before you bake.

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Solved... Had to start the cylinder rotation on a negative frame along with the start of the particle system.

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I am not sure if this answers my question directly, but after doing some research, I read from this post that Stanford .PLY file can be used to work with Blender, and the project in the post output this format using positions of the particles. I think the key is to figure out the mechanism of generating .PLY file from numerical data, since I haven't read ...

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Yes, it is possible: A few important notes: in the Particle System > Emission > Source section the checkbox [X] Use Modifier Stack must be checked the Vertex Weight Mix modifier must be above the Particle Settings modifier the group for the mixed result must be defined as Particle Settings > Vertex Groups > Density and as Vertex Group A in the ...

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you can kind of "fake it" by building a mesh circle like this and extrude it. If you then set the phase to 0.5 you get what you want. You can hide this circle and adapt it to your needs. if you need further details, let me know.

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I just did this by having a kill particles collision cube jump in and out of the particle path, close to the particle generation point. A little clunky, but seems to work.

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If you use Particles > Hair, you need to enable Render > Extra > Parent Particles to see the parents. If you use Particles > Emitter, as it's the case here, Children > Interpolated doesn't seem to work (unless someone tells otherwise, I guess it's still here because you may want to switch from Hair to Emitter).

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Alright, i found it. Make a new preset of the particle system: Coming from other 3D programs, some concepts of blender really need quite a while to get used to.

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I solved this by un-selecting the box which is exclude from view layer The Empty checkbox in this image.

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Try choosing volume under source->emit from...

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You could create your pill, give it Rigid Body physics (Active), disable any gravity in the Scene Properties panel, enable the object's rigid body Animated option for several frames, animate a short rotation then disable Animated and let the physic play so that it continues its rotation, create a Force Field (Force type), here I gave it a force of -200. Then ...

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Using a Unit object and Drivers. Have used similar to drive midi notes along a music staff. The issue with using this method is making the object both follow and switch paths. Test Setup. A quick run down of the test setup illustrated. Added the default bezier curve, arrayed it 5 count in $Y$ using constant offset. Added an icosphere (at global origin ...

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The easiest way is probably to create a Force Field > Force (keep the strength rather low, here 1):

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Is this useful for you? You can use plane, subdivide it to needed number of faces and then use section Source -> Emit from -> Faces Set Particles/Faces to 1 to emit one particle from each face. After this try to use different number of particles until you will have your grid filled. Also, you can then apply particle system, remove your plane and place ...

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The answer was a different subdiv-level on the emitter object between viewport and render. I am not sure wheather it is a bug or not, but the render is fine when I use the same subdiv-level for the render. The effect may be related to the "Use modifier stack"-option for the hair systems.

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