VecFlow0.1.0
FlowsOperators

Follow Curve

Send particles along a curve, text or hair curves: exactly, through anything, riding it as it moves; or steered, pushed along it with the event's other forces.

VecFlow 0.1.0

Particles go along a curve, text or hair curves object at a speed, keeping how far off it they were as they entered (more or less as its radius grows or shrinks), turning round it if asked: exactly, through anything, riding it as it moves and bends. Those born along it start from there. Those reaching an open curve's end go along the wire. Steered, they're pushed along it instead, with the event's other forces and colliders.

Add it
EventAdd OperatorForcesFollow Curve
Sends on
Along its wire: particles reaching an open curve’s end.
Influence
No: a value can’t weigh it.

When to use it

  • Particles along a path: sparks running down a wire, light trails through a logo, a stream of magic round a character.
  • Spirals: with Turn Round, particles corkscrew round the curve as they go.
  • Guided but loose: with Steer, particles are pushed along the curve instead, so they swing wide on fast bends and still bounce off things.

Exactly, or steered

Exactly (the default), particles are taken along the curve. Each keeps how far off the curve it was as it entered (more or less as the curve's radius grows or shrinks), and goes at Speed, through anything, riding the curve as it moves and bends. Forces and colliders in its event don't move it, so it can't share an event with Collide, Particle Physics, Bind, Rigid Body, Liquid, Flock or Pin.

Steered, particles are pushed along it instead: they come to its speed and in to it over the Response time, feeling the event's other forces and colliders. A sharp bend taken fast can throw them off. A steered Follow Curve can share an event with everything but Pin.

Set it up

Draw a curve (a Bezier or NURBS curve, text, or hair curves). Its direction is the way particles go: CurveSegmentsSwitch Direction turns it round.

Add Follow Curve to the event and name the curve in Object.

To have particles born along it, give the Birth a Position Along a Curve on the same curve: each starts from its spot.

A flow of 2 events. Along: Birth, Position, Follow Curve; Follow Curve: Wire, 2 m/s sends to Off the End. Off the End: Gravity, Collide, Delete.AlongFollow Curve: Wire, 2 m/sBirth: 50 per frame from 1. Make new particles: some every frame, all at once, one on each vertex of an object's mesh (for cloth and ropes: bind them with Bind, Mesh Edges), one on each piece of it (to smash: glue them with Bind, Pieces), or the event's Liquid filling itBirth: 50 per frame from 1Position: Wire, random. Place new particles in an object's box, on its surface or inside it, or along a curve (a tube round it)Position: Wire, randomFollow Curve: Wire, 2 m/s. Particles go along a curve, text or hair curves object at a speed, keeping how far off it they were as they entered (more or less as its radius grows or shrinks), turning round it if asked: exactly, through anything, riding it as it moves and bends. Those born along it start from there. Those reaching an open curve's end go along the wire. Steered, they're pushed along it instead, with the event's other forces and collidersFollow Curve: Wire, 2 m/sInOff the EndCollide: groundGravity: 9.81 m/s². Pull particles down, or any way you point itGravity: 9.81 m/s²Collide: ground. Bounce off an object, a collection's objects or the ground, friction slowing their sliding and their spin where they touch. The ones that hit go along the wireCollide: groundDelete: at 1 s in event. Remove particles at an age (since birth, or since entering this event), or at onceDelete: at 1 s in eventIn
Sparks born along a wire run to its end, then drop off it and fall.BirthForcesPhysicsLooksTests

Settings

As the flow editor’s sidebar shows them. Changing any of them marks the bake old; those marked Keyframable can also change through a bake.

None

The object this operator works with.

Speed
Keyframable
1 m/s-20 to 20

How fast they go along the curve. Negative goes back along it.

Variation
Keyframable
0 m/s0 to 10

Random difference in their speeds, either way.

Turn Round
Keyframable
0 °/s-720 to 720

How fast they turn round the curve, a second, as they go along it: spirals.

Off

From an open curve's end, back to its start (closed curves go round anyway). Those reaching the end go along the wire either way.

Shown when Steer is off.

Off

Push them along it instead of taking them: they come to its speed and in to it over the response time, feeling the event's other forces and colliders, and a sharp bend taken fast can throw them off.

Response
Keyframable
0.25 s0.001 to 2

About how long it takes them to settle: no less smoothly, but no further than they must.

Shown when Steer is on.

Tube
Keyframable
00 to 2

They go free within this far of the curve (times its radius, which is 1 m unless its points or bevel change it), and are pulled in from farther.

Shown when Steer is on.

Most
Keyframable
0 m/s²0 to 200

The most it changes their velocity in a second. 0 for no limit.

Shown when Steer is on.

Reach
Keyframable
0 m0 to 20

Fades out to nothing this far from the object. 0 reaches everywhere.

Shown when Steer is on.

Speed, Variation and Turn Round

Speed is in metres a second along the curve; negative goes back along it. Variation gives each particle its own speed, up to this much faster or slower. Turn Round turns each particle round the curve as it goes, so those off the curve spiral; it does nothing to particles on the curve itself.

Ends and loops

On a closed curve particles go round and round. On an open one they stop at its end, or with Loop go back to its start and on again. Either way, particles reaching the end go along the wire, if there is one, carrying on past the end as they went.

Steer

With Steer on:

  • Response is about how long they take to come to the curve's speed, and in to it: short is snappy, long is lazy.
  • Tube: within this far of the curve (times its radius) they go free, and are pulled in only from farther out. 0 pulls them right onto it.
  • Most caps how much it can change their velocity in a second, so a strong guide can still lose them. 0 for no cap.
  • Reach fades it out to nothing this far from the curve. 0 reaches everywhere.

A steered Follow Curve can't loop: particles reaching an open end go along the wire, or are held at the end.

Works with

  • Position Curve with the same curve, for births along it.
  • Goal Curve: particles arriving on a curve are handed to a Follow Curve on it, right where they are.
  • Speed with Add in the next event, to send them off the end with a kick.
  • An event takes one Follow Curve or Goal.

Problems you may see

Error

event: operator takes particles where they go, through anything: it can't share an event with name

Error

event: operator: 'object' is not a curve: pick a curve, text or hair curves object

Error

event: operator: an event takes one Follow Curve or Goal

Error

event: operator: name holds its particles, so it can't steer them

Warning

event: operator takes particles where they go: this event's forces don't move them

Errors stop a bake; warnings don’t. Every message is on the Messages page.

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