VecFlow0.1.0
Effects guides

Moving and deforming emitters and colliders

Emitters, colliders and other objects that move, turn and change shape: what the bake follows, Inherit Motion, moving walls, and what marks a bake old.

VecFlow 0.1.0

Any object a simulation reads can move: the emitter, colliders, a force's object, a curve, a goal. Keyframes, parents, constraints, armatures, modifiers and shape keys all count. The bake reads where everything is on each frame and moves it smoothly from one frame to the next, so nothing jumps within a frame.

How the bake follows an object

  • Moving, turning, scaling: read on every frame, and blended smoothly over the substeps between.
  • Changing shape: a mesh with modifiers, shape keys or animated mesh data is read again on every frame, its vertices moved smoothly between. Curves, text and metaballs are read every frame too.
  • Changing its faces: a mesh whose faces change from frame to frame (a Remesh, a Boolean, Geometry Nodes that build it anew) jumps to its new shape at the frame. Particles held to it are held to the nearest of its new faces.

Emitters

Position on a Box, Surface or Volume follows its object as it moves, turns and scales: particles are born wherever it is.

To have them leave going as the object goes, give the Position Inherit Motion (on a surface or a curve): the share of the surface's motion where each one starts. At 1, sparks fly off a spinning wheel along its rim, and drops are flung off a shaken branch. Put any Speed above the Position: Inherit Motion adds to the speed they have, and a Speed below it sets their speed afresh.

A Position on a Surface can also read an Image through a UV Map: with Drives Rate, births are kept where the image is bright and dropped where it's dark (a logo on a plane pours liquid in its shape); Rate and Speed also lets them leave faster where it's brighter; Mask places each only on the bright part, so none are lost.

Colliders

A Collide's objects can move, turn and deform as much as you like. Each step follows a collider from where it was to where it's going, so neither fast particles nor fast colliders pass through.

  • A paddle stirs a liquid, a tipping bucket pours it, a hull pushes a wake: moving walls carry what they touch.
  • A plane with a Wave modifier makes a rippling floor for sand or balls.
  • A character's body, moved by its armature, pushes through falling snow.
  • Smoke's Obstacles push the gas as they move: see Smoke.

Spinning things

An object must turn less than half a turn each frame. Faster, and the bake sees it turn the short way round, as a camera sees a wagon wheel turn backwards: a propeller or a fast wheel turns the wrong way, or slower than it does. Keep fast spins under half a turn a frame.

When the bake is old

Moving an object the bake reads, keyframing it, its parent's motion, editing its mesh, its modifiers or shape keys: each marks the bake Changed since the bake. The old bake keeps playing until you bake again, or Auto Bake does.

Constraints and drivers are followed during a bake, but changing one doesn't mark the bake old: VecFlow can't tell. Bake again yourself after changing one. Moving to another frame and playing never mark a bake old. See What marks a bake old.

What goes wrong

  • Particles don't fly off a spinning wheel. Inherit Motion is 0, or a Speed below the Position sets their speed afresh.
  • A propeller turns the wrong way. More than half a turn a frame: slow it down.
  • The bake didn't change after you changed a constraint. It can't tell: bake again.
  • Particles stuck to a mesh jump. Its faces changed that frame. Keep the face count the same (shape keys, a Wave or an armature do).

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