Particle Animation with Anim8or v0.7


Designing Particle Animation for rain

 

If you already did a smoke animation, rain will be very easy. Consider rain like a reversed smoke (upside down) with straight segments as paths for the particles (rain drops). The paths will make an angle with the vertical to suggest wind. Each particle’s path will have a certain random variation from the mean direction. The area where the particles will be generated should be large enough to have the whole camera field covered by rain. I suggest several thin cylinders (with just a few faces) in object01 as raindrops. Reaching the ground, the particles have to disappear. A heavy rain makes a good partnership with fog.

The objectelement section of the project file should look like this:

  objectelement { "eobject1" "object01"

……

  objectelement { "eobject418" "object01"

    loc { (-41.836299 150.000000 -70.647298) }

      controller { "position"

        track {

          pointkey { 121 (-41.836299 150.000000 -70.647298) (0 0 0) (0 0 0) "?" }

          pointkey { 141 (-10.542543 0.000000 -60.228355) (0 0 0) (0 0 0) "?" }

        }

      }

      controller { "visibility"

        track {

          booleankey { 0 0 "?" }

          booleankey { 98 0 "?" }

          booleankey { 121 1 "?" }

          booleankey { 141 0 "?" }

        }

      }

    }

…….

  objectelement { "eobject2000" "object01"

…….

To avoid Anim8or v 0.7’s phantom-key problem, the distance between two consecutive key frames must be less than 100. The awk script, which generates the animation, is the following:

 

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