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For every object added as a particle goal, a Goal Weight and a Goal Active attribute are added to the particle group (as shown in this illustration) A particle with a Goal Weight of 1 will be completely attracted to its target No oscillation of the particles will occur as they settle A particle with a Goal Weight of 0 will not be attracted to the object at all, and the particles will emit and disperse into the world Additional objects may be added to the list of goals to which the particles can be attracted The Goal Weights can then be animated between the objects If a particle group had two target goals, for example, each with a Goal Weight of 05, the particles would converge midway between the two targets By animating these Goal Weights, the particles could transition from one object to another
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goalU, goalV, and goalPP
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While using the vertices of objects as particle goals can be useful, far more interesting is when the goalU and goalV attributes are added to the particle group as dynamic attributes When this is done, particles can be attracted to any point on a NURBS surface and therefore can cover an entire object or move along it By adding the goalPP attribute, the Goal Weight of individual particles can also be controlled In this section, we will demonstrate how these attributes can be used by stepping through a small project, in which beads of goo will emit from a NURBS surface and run down it When the goo beads reach the base of the object, we will use an expression to set its Goal Weight to 0 so that the particles will fall off the surface and be taken over by dynamic forces Any surface can be used, or you can use the file on the DVD
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Open the mcr8_ch23_gooheadma file Create an emitter with the default settings Select the particle object and the head surface, and choose Particles | Goal The particles will now be attracted to the surface Change the Goal Weight attribute on the particle shape node to a value of 1 This will cause the particles immediately to lock onto the vertices of the surface without any oscillations Change the particle Render Type attribute to Blobby Surface, and add attributes for that render type Set the Radius to 02 and the Threshold to 1 When rendered, these particles will melt together to form a blob Set the particle s Lifespan Mode to Random Range with a Lifespan of 5 with a Lifespan Random of 1 If you were to play the animation now, the particles would be attracted to the CVs of the NURBS head But we want them to be able to be attracted to any point on this surface To do this, we will add the dynamic attributes for goalU and goalV
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In the particle shape node s Attribute Editor, scroll down and find Add Dynamic Attributes Click the General button and the Add Attribute window will open In the Add Attribute window, select the Particle tab SHIFT-select the goalU and goalV attributes (as shown in this illustration) from the list and click Add These two new attributes will be added to the list of Per Particle attributes in the particle shape node s Attribute Editor
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When the animation is played back, the particles are immediately attracted to the surface origin, at parameter 0,0
When dealing with goals, it is important
that you know how your surface is parameterized, where the origin is, and in which direction the surface is going When using expressions to control any of these attributes, it can be helpful to use a parameterization value of 0 to 1 This way, you don t have to worry about finding the specific number of spans in a surface to get the placement or control you need By knowing where the surface begins and which way it flows, you can easily predict what values should be used to control the direction that the particles will move across the surface For this next part, we will use a creation expression to define an initial position along V This will attract the particles to random parameters along the surface s V direction A ramp will be used to control the goalU attributes The color at the base of the ramp will determine the U parameter value where the particles are initially attracted As the lifespan of the particles increases, their goalU value is determined along the ramp until the color at the top determines their final position in U at the end of their lifespan
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Right-click in the goalV field in the particle shape node s Per Particle Attributes folder Choose Creation Expression from the marking menu This will open the Expression Editor In the Expression field, type the following expression and then click the Create button: particleShape1goalV=rand(0,1);
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