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Right-click in the goalU field in the particle shape node s Per Particle Attributes folder Choose Create Ramp from the marking menu Then right-click the array mapper in that field and choose Edit Ramp The Ramp Editor appears in the Attribute Editor By default, the ramp uses white, a value of 1, at its base With these default settings, the particles would initially be attracted to the base of the surface and flow upward The quickest way to fix this would be to drag the positions of the colors on the ramp to reverse them Also, the white color should be placed about a quarter of the way down, so that the particles have a goalU value of about one and three-quarters the way through their lifespan The ramp s attributes should look like the illustration: At this point, the particles are attracted randomly to a goal in V and begin flowing from a U value of 0 (black, at birth) to 1 (white, threequarter lifespan) When they reach the bottom, however, we want them to lose their Goal Weight and fall with gravity To do this, we ll need to add a goalPP attribute We will then use a simple runtime expression to control this attribute so that whenever a particle has a goalU value of 1, it will have a Goal Weight of 0 and fall off the surface Any fields that are connected to it would then take over the motion of the particles
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In the particle shape node s Attribute Editor, scroll down and find the Add Dynamic Attributes area Click the General button and the Add Attribute window will open In the Add Attribute window, find the goalPP attribute from the list on the Particle tab Right-click in the goalV field in the particle shape node s Per Particle Attributes folder Choose Runtime Expression from the marking menu to open the Expression Editor In the Expression Editor, type the following and then press the Create button: if (particleShape1goalU == 1) particleShape1goalPP=0;
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The particles will no longer be attracted to the surface when they reach the bottom and will continue with their velocity At this point, you could fine-tune the animation so that a Gravity
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field will take over the animation once the goalPP reaches 0 Also, a radiusPP attribute could be added and controlled so that the particles would be small and grow as they continue along the surface When rendered, the result should look similar to this:
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Crowd Simulation Using Particle Goals
The visual effects and games industries always need to be able to produce a mass of animated characters quickly be it soldiers, birds, bees, bugs, rats, or even orcs These masses of animated characters are often referred to as crowd simulations While some companies spend millions of dollars developing crowd simulators where each agent, or individual character, is almost capable of thinking or responding to its environment, you can actually set up a simple crowd simulation in Maya using particle goals The setup for a crowd simulation is not much different from the goo head exercise Once FIGURE 23-9 Particle goals and the Instancer are used to set up the ground plane is set up to act this crowd simulation of marching soldiers as a goal object, the Instancer (see 22) can be used to replace the particles with a character that has a walk cycle animation You ll find a Maya file called mcr8_ch23_marchingSoldierma on the DVD When this character is used as the instance object, you will get an army of marching soldiers walking across the ground While it might not stand up to a close-up camera angle, the army would work fine as a background element in almost any scene Figure 23-9 shows a marching army of soldiers
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