I am going to do a box pouring multiple objects as a simple animation. And this will be played in Unity and then built as an app in my VR headset. As far as I know, the headset doesn't support ABC animation files from unity so all object animations are fbx files so I want to know if the particle system in blender is able to generate fbx animation.
@LearnEverythingAboutDesign
Жыл бұрын
I found Justin P Barnett to be a great resource when setting up unity for VR. I have done this for a few models from blender and from Fusion 360 into unity and setup interactive VR with animations from Blender. I would check out his channel www.youtube.com/@JustinPBarnett i have no affiliation with him but I think his content is clear and helpful.
@OthmaneLougrari
Жыл бұрын
I HAVE A GRAVITATION EFFECT NEW CONCEPT THAT I WANT TO DEVELOPPE IN BLENDER SO I WANT TO LEARN MORE ON BLENDER TO MAKE MY PROJECT AS I AM THINKING IT TO BE BUT I FIND MY SELF SO FAR TO GET SO SKILLS AS YOU TO DEVELOPPE IT ASAP SOME BASICS ARE NECESSARY FOR MY CONCEPT THAT I DO NOT FIND IN TUTORIALS AS: FOR EXMPLE; I WANT TO CREATE A 3D SPACE MAKE BY CUBES, IN THIS SPACE I WANT TO DROP A MASS EXEMPLE A PLANNET WHICH WILL OCCUPED A SPACE INTO THIS 3D CUBES SPACE THE PLANETE WILL ABSORBE THE CUBES IN ITS SPACE AND BY THE WAY THESE CUBES WILL NOT HAVE THEIR ORIGINAL DIMENTIONS BECAUSE THEY ARE ABSORBED BY THE PLANET AND HAVE BEEN CONTRACTED BY ITS GRAVITATION EFFECT SO THE FIRST CUBES ORGINAL WHERE FOR EXAMPLE A 1*1*1 U, DIMENTION BUT WHEN THEY HAVE BEEN ABSORBED THEY BECAME 0.5*0.5*0.5 U, AND THIS RATIO DEPENDS ON THE GRAVITY DENSITY OF EATCH SUBJECT, FOR EXAMPLE IN A BALCK HOLE CUBES WILL BCAM 0.00001*0.00001*0.00001 U, RATIO THE ORIGINAL CUBES. I WANT TO CREAT A EFFECT OF THIS SUBJECT ON SPACE WHEN IT IS MOVING AND CONTRACTING THE SPACE AROUND IT BY CONTRACTING THE SPACE OCCUPED AND DILATATE THE SPACE AOUND IT BY THE SAME RATIO, FOR EXAMPLE, IF THE CUBE IS CONRACTED BY 0.5*0.5*0.5 IN WITHIN THE PLANET, IT WILL BE 1.5*1.5*1.5 THE CUBES AROUND THE SPACE OF THE PLANET AND WILL REGRESS FROM 1.5*1.5*1.5 ON THE SURFACE OF THE PLANET TO RETURN 1*1*1 IN A DISTANCE FROM THE PLANET WHERE NON GRAVITATION EFFECT WILL BE OCCURED. MY CONCEPT IS BASED ON THIS EXPLANATION IF YOU COULD UNDESTAND WHAT I AM LOOKING FOR. PLEASE IF YOU ARE INTERESTED TO HELP ME FOR THIS PROJECT WE CAN WORK TOGETHER ON AND I WILL GIVE YOU ALL NECESSARY SKECH OR ESQUIS YOU NEED. BEST REGARDS
@LearnEverythingAboutDesign
Жыл бұрын
I am probably not the best person to help with that because I use Blender very little. It sounds like you would really need someone with a much deeper knowledge of the program. From your description it sounds like a few things are going on but I am not sure I understand what the end goal is. Do you just want to reduce the original volume down to a flattened version based on those gravity properties? I would check out the shrinkwrap modifier to see if it does part of what you need. Will you be coding this using the python API access through blender? docs.blender.org/api/current/index.html
@OthmaneLougrari
Жыл бұрын
@@LearnEverythingAboutDesign I wil detailled things first I wante to creat a space full of cubes (this will be the primitive space) these cubes will have a similar dimentions and this is not dificult to do. Second I want to create a subject for axample another cube wich will represent a particle or an energy present in this space of cubes this subject is also done by only one cube to make thing simple, this cube will have a quantic movement in this space in Z axis for example.* that's mean when it is displaced from one cube to the other its displacement will be a transition and not continu movement. this cube wil have a smaller dimension than the primitive cubes and during its displacement it will compact each cube takes its place. this compaction of the cubes will ocure a dilatation of the around cubes and each cube around this cube which are dilatated will also affect the cubes around them and that will continue in all the space till the dillation will be absobed by the distance (which will be the gravitation field). we can make a difined ratio of this dilatation to damp it in a number of cubes.
@LearnEverythingAboutDesign
Жыл бұрын
@@OthmaneLougrari what is the end goal though? like why do you want to do this? for animations? Do you want to make some sort of "quick effect" option to make this happen for some reason? It is still very hard for me to understand exactly what you want the outcome to be. There are some issues that you will likely run into unless the most recent Blender has changed, particle system collisions are based on a sphere, even if you render an object, the actual collision is still based on a sphere. So you might need each object in your space to be a single instance of something rather than based on a particle system. Each object will likely need to have rigid body dynamics.
@OthmaneLougrari
Жыл бұрын
@@LearnEverythingAboutDesign thank you for your explanation. The end goal is to explain my concept (this is a extention of the space time curvature, as you know, spacetime is not 'flat' but is curved by the presence of massive bodies,. the massive body in this thery is curving spacetime, but in mine, this will absorbe space and compact it. just i need a simple cube moving in a number of cubes, and this cube (for example we can make it by a different colore) has a small dimention than the space cubes. during its dispalcement in this space it will modify the dimention of the cube wher it is in each moment to make it smaller. but this compaction will dilatate the cubes aroud it (cube), we have eight face for the cube so we will have eight cubes around it and all these cubes will be dilatated and each cube of thes eight cube will have other cubes which will be affected by this deformation but in each level of cubes the effect will be dumped till becam neant. The most important thing is tha tthe space is always constant and only the cubes whoe will be compacted and dilatated related to the effect of the mass. Please if you understand me, or we can discuss in a private conversation to make things more clear. regards.
@realhamzabarami
7 күн бұрын
I know this is unrelated but give the Quran a read
@alifpagla6326
3 ай бұрын
There is no any Video in youtube which show Powder and Liquid are mixing. Can you do this?
@LearnEverythingAboutDesign
3 ай бұрын
hmmmm. When you say mixing do you just mean 2 particle systems interacting? Or do you actually mean mixing together like a solution? For the second one I don't think that is possible.
@ItsWesSmithYo
Жыл бұрын
Had me at fun w/physics 😂🎉🍩 also, these slow videos are sweet. In addition to project based videos, these really help inspire. Thanks Yo 🙏
@LearnEverythingAboutDesign
Жыл бұрын
Happy to help :) Physics can be really satisfying even without the pretty renders ;)
@GaryParris
Жыл бұрын
nobody can ask for more than inspiring someone else with their skills in helping others! :O) that is fine praise indeed!
@bobdole27
2 жыл бұрын
I still remember your old video on making lattice structures in blender having it based on the particle system and the cell fracture add on. Its very useful and I've been able to make 3D prints where I use this as the internal geometry by combining it with the "shell", and it makes decently strong 3D prints. Now i'm at the point where i'm wondering if the distribution of these particles could be coded to allow for more controlled/advanced lattice structures but that's beyond me at this point. Disregarding this long winded comment, keep up the great work!
@LearnEverythingAboutDesign
2 жыл бұрын
Lol thanks Bob! Yeah that technique created by Roman, who i gave credit to, was a neat "trick". I too have played with what you said trying to better control the lattice. Doing a cell fracture on the Vertices of a quad mesh part was the best I found. When you let it randomize things look cool but functionality aren't as ideal. There are programs out there that are designed specifically for it. Fusions Volumetric Lattice tool is nice and hopefully will gain some great functionality. I plan to cover it a bit more in future videos talking about simulation results and using that output to create lattice structures, but I need the right example of a real application. I have played with simulating a faceted solid body off a mesh but again these are all work-arounds at this point in my opinion. Did you see this video I did in Fusion using forms to create the lattice? this would let you move the vertices around. kzitem.info/news/bejne/zqaZ06eDkJ14ZXY
@bobdole27
2 жыл бұрын
@@LearnEverythingAboutDesign Very nice stuff all around this'll certainly be a lot of help in getting to the right direction. The print's I've done have been decently strong, but its nowhere near optimized, I chalk it up to more so the cell width than the internal structure itself, but its at least god to know its possible on not only SLM but also regular FDM printers too (to an extent). Once again thanks and keep up the great work, looking forward to your upcoming vids
@GaryParris
Жыл бұрын
wait until you get into Geometry Nodes and what you can do with that already, with so much more to come :O)
@nitindedhiya4114
2 жыл бұрын
thanks for such a informative tutorial, much needed, how to use it for water droplets on a ground
@LearnEverythingAboutDesign
2 жыл бұрын
Glad it was helpful! Are you asking how to make the droplets water? or that you were able to from this?
@baskapes762
2 жыл бұрын
This tutorial is GOLD. Subbed.
@LearnEverythingAboutDesign
2 жыл бұрын
Thanks! I haven't made a ton of Blender videos, but wanted to dive deeper into some of the basics that often are sped through.
@GaryParris
Жыл бұрын
you did well with explaining it. Particle systems are endless fun, much like Blender in general, get lost in it all :O)
@LearnEverythingAboutDesign
Жыл бұрын
It really is! and the number of settings are mind boggling at times. It is amazing the people who just know this stuff inside and out.
@GaryParris
Жыл бұрын
@@LearnEverythingAboutDesign i love it, between it and FreeCAD i have all i need for 3D, they just keep getting better with every release. i really appreciate anyone who like puts together a great slow tutorial for people, there is something for everyone to learn from in the Blender community, it feels like a cosy home, with the odd child here and there lol always something new to learn and find ways around others perceived shortcomings of Blender.
@ПекарьТортиков
Жыл бұрын
Спасибо! я искал ответ на свой вопрос 3 часа, нашел ответ в этом видео !!!
@55woo88
Жыл бұрын
hi there.. im trying to make it snow inside a clear ball. i made the top half of the ball as the emitter and added collision to the ball and the ground, yet the particles still spreading outside the ball. how to fix it? thx
@LearnEverythingAboutDesign
Жыл бұрын
My suggestion is to make your sphere, then in edit mode duplicate the upper faces (shift + D) to have an emitter object. While the duplicate is still selected to P and separate by selection. Then the copy of those upper faces can be your particle emitter, you might want to move this slightly down. Then with the sphere add a collision modifier. That should do it but you will want to play with the settings so the particles dont bounce around in there. either stick on collision or kill them on collision.
@coverdestroyer3572
Жыл бұрын
How to keyframe star and end the particle?
@LearnEverythingAboutDesign
Жыл бұрын
I on the keyboard will let you add keyframes for various things, but im not entirely sure what you are looking to do. The particles themselves are generally done with the particle settinsg in the Emissins section controlling the start/end and lifetime. If you want them to end at lets say 50 you could have the start/end on frame 0, then the lifetime set to 50 and they would go away at frame 50. Hope that answers it.
@MrRai1991
Жыл бұрын
Today I saw your videos it was really very nice can you please teach complete blender in depth
@LearnEverythingAboutDesign
Жыл бұрын
Thank you! I don't have any plans on doing "Full " Blender courses as I don't consider myself an expert. I just try to fill in the gaps from the starting point to where most of the tutorials are at. Is there a specific thing you think is missing?
@blackswan6386
Жыл бұрын
Hi sir thanks showing this tutoril. Can you show how to build a setup on " how to create" start sparkle by hit object ? thanks sir
@LearnEverythingAboutDesign
Жыл бұрын
Hi, do you mean you want a spark effect but only after it hits something? sort of opposite of the "die on collision"?
@blackswan6386
Жыл бұрын
@@LearnEverythingAboutDesign exact. thanks anwsering this fast
@hhal9000
Жыл бұрын
Great video.I'm trying to make a cone shape for my particles so they spray out in the shape of a cone and haven't found a way to do this.Any ideas?
@LearnEverythingAboutDesign
Жыл бұрын
When you model the cone, go into edit mode (Tab), select the bottom face and do Shift +D to duplicate it, then P to separate by selection. Then use the face of the cone as the emitter for your particle system. This will be an extra mesh body but that is probably the easiest way. You could also use a point as an emitter and control the direction and it will come out in a cone shape.
@hhal9000
Жыл бұрын
@@LearnEverythingAboutDesign Thanks.Yes and I imagine you need to make the Cone body a collision object so that the particles are ''constrained'' by it? That's what I ended up with.
@LearnEverythingAboutDesign
Жыл бұрын
@@hhal9000 That depends. Are you trying to get them to come out of the pointed end of the code or the larger end? I was assuming the larger end, but if you want them to come out of the pointed end then make your cone and then just have a point as the emitter. You can do the same thing. model your cone, go into edit mode and just select the end point of the cone, shift + D to duplicate, then P to separate while the point is still selected. then the point will be your emitter.
@vanhunghoang5833
Жыл бұрын
Is there a way for particles to fall on a surface where they collide with each other rather than pass through each other bro?
@LearnEverythingAboutDesign
Жыл бұрын
To the best of my knowledge there is no current way with a particle system to have particle collisions. There are a few things you can do. If your particles are round, there is an Offset value in the particles that allows you to offset from the particle point. It won't be perfect if you are using say a cube or some other particle shape. The other option for collision between objects doesn't use particles system. If you want to see true collisions you need to have that between individual objects. I did this a little with a soft bodies video. From what I understand the particle system in Blender is due for an overhaul and I saw chat about particle interactions but it wasn't a priority. hard to fault a free piece of software for that but it will be great when it does show up!
@vanhunghoang5833
Жыл бұрын
@@LearnEverythingAboutDesign THANK YOU, WILL FIND MORE CODE
@Animacores
Жыл бұрын
Thank you for this ❤
@LearnEverythingAboutDesign
Жыл бұрын
You're welcome 😊 There are a few more physics vids in this series as well.
@cocboss3329
Жыл бұрын
Wonderful
@LearnEverythingAboutDesign
Жыл бұрын
Thank you
@ruowang5039
Жыл бұрын
Can this partical system that generates 3d animation be exported as FBX file?
@LearnEverythingAboutDesign
Жыл бұрын
to the best of my knowledge yes. I have exported animations to Unity but I haven't actually done an animated particle system. Here is a reference I found kzitem.info/news/bejne/pZ1_uYFva4eef4Y
@ruowang5039
Жыл бұрын
@@LearnEverythingAboutDesign Thank you so much for the guidance! You have my subscription!
@ruowang5039
Жыл бұрын
@@LearnEverythingAboutDesign The exported fbx is still static. When I clicked the make the instance real button and exported it into fbx. The animation created from the particle system is unable to play.
@ruowang5039
Жыл бұрын
@@LearnEverythingAboutDesign Anyway, thank you for introducing me videos and the particle system in Blender.
@LearnEverythingAboutDesign
Жыл бұрын
@@ruowang5039 When inside of Unity, if you click on the asset you exported in the assets folder, on the right in the Inspector, there are a few panels. Model, Rig, Animation and Materials usually. If you click on animation there can you play the animation? If so the animation is saved in the FBX. If not you probably need to bake the animation first. I think the FBX dialog says something like Bake Animation. If you haven' tbaked it yet then select all the objects in your animation collection, go to Object - animation and i think there is a bake option there. give that a try.
@OthmaneLougrari
Жыл бұрын
THANK YOU FOR YOUR DETAILLED TUTORIAL
@LearnEverythingAboutDesign
Жыл бұрын
Welcome!
@OthmaneLougrari
Жыл бұрын
@@LearnEverythingAboutDesign THANKS FOR YOUR REACTIVITY I HOPE MY REQUEST WAS CLEAR, AND MY PROJECT WILL BE REALISED
@BlogumGUM
Жыл бұрын
Hello, your video is really instructive. thank you . There is something I want to learn for a month. It's nice that the pieces keep falling off. pieces fall off and come and go on the conveyor belt. I couldn't do this. Can you make a tutorial video for this? I have no doubt that it will be of great use to us. I'm a student and I'm working for it. I spend hours learning. I would be glad if you help
@LearnEverythingAboutDesign
Жыл бұрын
Glad it was helpful! The trick to getting that to work would be the settings for the friction between components. instead of a slanted plane you would just make the plane move. I will see if i can come up with something for you.
@LearnEverythingAboutDesign
Жыл бұрын
Hi Blogum, I just did a video on this yesterday kzitem.info/news/bejne/sop8m2umr356oW0
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