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For virtually any dynamic effect, fields will be utilized. Fields are used to simulate natural phenomenon such as wind, turbulence and gravity. Fields can exist as independent, standalone objects, or they can be "emitted" from points such as vertices and particles. By having a thorough understanding of each field's unique qualities, one can then begin to design any dynamic effect.
Air Field
Radial Field
Drag Field
Uniform Field
Gravity Field
Turbulence Field
Vortex Field
Volume Axis Field
(about 110 minutes)
FA powerful method for designing particle motion is to have a particle's position/movement be driven by geometry. By adding 'goals' to a particle object, one can design particle behavior so that they are attracted to an object's pivot, poly vertices or to the UV coordinate space of NURBS surfaces. This can be used to create anything from a laser blast, to spiders crawling along a surface to a character made out of fire.
Goal
Expressions
Add Attribute
goalU
goalV
goalOffset
goalPP
Ramps
(about 110 minutes)
Particle Instancing allows one to replace each particle in a particle object with geometry. This can be used to create schools of fish, swarming insects, debris laden explosions, herds of animals and many other effects which require the replication of static or animated geometry. Instancing can be also used with Paint Effects strokes to create elements such as forests and pixie dust.
Instancer (Replacement)
ParticleTool/Emitters
Various Fields
Expressions
Add Attribute
Duplicate/Group
Graph Editor
(about 110 minutes)
This video was added to our catalog on June 27, 2008 in Digital Art - 3D::Animation.
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