Surface Emitted Particles on SoftBody Tenticles by Nathaniel Adam Briggs
by nathaniel "n8Dog" adam briggs
The following concept tutorial will be covering Surface Emitted Particles on
SoftBody tenticles to create a spiraling array particle system for futuristic
gun blasts or whatever.
Anatomy of Concept:
A central control object drives the vector and twist of the softbody goals.
Particles are emitted from the surface of the softbody objects.
Steps for Creation:
Create | Orient | Parent:
1 poly cube, slightly flattened (scale.y).
1 nurb cylinder with 20+ spans & scale.y to elongate it.
1 locator positioned at the top of the cylinder.
Parent the locator to the cylinder.
Duplicate the loc|cyl so one meets each face of the cube.
SoftBody | Springs:
Make each cylinder a softBody.
Duplicate, Make Copy Soft | Hide Non-Soft Object | Make Non-Soft a Goal
Select the particles of the new softBody and create Springs
Hide the Springs.
RMB select 75% of the particles starting from the bottom.
Using the Component Editor, Particles | goalPP , change the column to 0.000
Keyframe the control poly cube rot.y over 50 frames and play the timeslider (free playback speed).
Your softBody particles should be deforming according to the rotation.
Select the SoftBody cylinder and then Particles | Emit from Object.
Emitter Type SURFACE and use 500 or so.
Adjust Particle Emission:
Edit the particleShape node with the following adjustments.
LifeSpan Mode | Random Range | .85 | .35
* PLAY TIME - EXPIRIMENT HEAVILY!!!
Keyframe a rotation of the control box (rot.y) and translation (trans.y) among 100 keyframes or so
A Gravity and Radial field to pull down and push out from the central axis on the particles.
Hardware renderable MultiStreak | 7.4 Tail Size was used with a gradient in rgbPP
Final Comp | Closing:
Toy around with different settings, fields, particles etc.
Below is a post use of the particles.
HAVE FUN AND EXPIRIMENT!!
nathaniel adam briggs