Following curves and forming shapes
Particles that run along a path, spiral round it, and fly in to form a logo, a word or a mesh, on cue; a logo reveal start to finish.
Two operators take particles where you want them: Follow Curve along a path, and Goal to spots on a shape. Both are choreography more than physics: particles go where they're told, and arrive when they're told.
Along a curve
Draw a curve (a Bezier or NURBS curve, text, or hair curves) and give an event a Follow Curve on it.
- Born along it: a Position Curve on the same curve places births on it, each starting from its spot. Tube spreads them round it, and On Its Surface keeps them on the tube's skin.
- Its direction is the way they go: CurveSegmentsSwitch Direction turns it round, or use a negative Speed.
- Off the end: on an open curve, particles reaching the end go along the wire, carrying on as they went. Loop sends them back to the start instead. On a closed curve they go round and round.
Spirals
Turn Round turns each particle round the curve as it goes, so those off the curve corkscrew round it. Give the Position a Tube, so they start off the curve, and a Turn Round of a few hundred degrees a second.
Exactly or steered
Exactly, they ride the curve through anything, even as it moves and bends, and the event's forces and colliders don't touch them. With Steer, they're pushed along it instead: they swing wide on fast bends, feel gravity and wind, and bounce off things. Steered is for loose streams; exactly is for clean lines.
Sweep: births that draw the curve
A Position Curve with Spread Sweep places births from the curve's start to its end as the Birth goes from its first frame to its last, so the line draws itself on. The Birth must have Stop on, so it has a last frame.
Forming a shape
Goal sends each particle to a spot of its own on a shape (At Surface, Vertices, Curve or Origin), arriving exactly when it's due, slowing to a stop, and staying there, moving with the shape.
- Arrive At a Frame brings them all in together, give or take Variation, however early or late they set off. After a Time gives each the same time from when it entered.
- Order Nearest keeps paths short; Random criss-crosses them for a busier swarm.
- Face Targets turns particles to face as their spots do: shapes on the surface lie flat on it.
- A Speed in the same event sets how they set off: a burst outward that curls back into the shape.
Morphing one mesh into another
Birth particles On Vertices of one mesh, and give them a Goal At Vertices of another, with Order In Order: each goes to the vertex of the same number. With two versions of one mesh (a shape and a copy you reshaped), every particle lands on its own vertex.
A logo reveal, start to finish
Particles swarm in, form the logo, hold, then blow away.
Make the logo: a mesh, or a text object as it is. On text, Surface spreads them over the letters' faces and Curve along their outlines.
Make a volume for them to start in: a large cube or sphere round the camera's view. Hide it in renders.
Build the two events above. The Goal's Arrive is At a Frame, 60, with a Variation of 0.4 s, so the logo fills in rather than snapping on.
The Age Test, Since Entering, in the Goal's own event lets them go after four seconds. Until then the Goal holds them on the logo.
In Blow Away, Speed with Add keeps the motion they had (the logo's, if it moves) and puts a burst on top.
Render the logo itself fading in as the particles arrive (a keyframed material), or not at all, so the particles are the logo.
What goes wrong
- Particles in a Goal or Follow Curve ignore gravity and colliders. As they should: they go where they're taken. Send them to another event to fall. A Follow Curve with Steer feels both.
- “Can't share an event”. Follow Curve (not steered) and Goal can't sit with Collide, Particle Physics, Bind, Rigid Body, Liquid, Flock or Pin. Put those in the next event.
- Gaps in the logo. Too few particles for its area: raise the count, or their size.
- Particles bunch at a curve's points. Curves are read at their resolution: raise the curve's Resolution for an even spread round tight bends.
- The morph scrambles. The two meshes' vertices aren't numbered alike: make the second a copy of the first, then reshape it.
Related
- Follow Curve, Goal, Position
- Surface Force, a softer pull to a surface
Flocks and schools
Birds, fish and swarms that steer together: Flock's settings one by one, swerving round obstacles, keeping level, and shapes that face where they go.
Cloth, ropes and soft bodies
Flags, sheets, curtains, ropes and wobbly things: particles born on a mesh, bound along its edges, hung, torn and draped, played back as your own mesh.