You can create spring-like links between individual nParticles and between nParticles and other objects, to give them reactive, interconnected motion. For information, see
About nParticle springs. Create springs between nParticles and the following:
- Vertices of nCloth and passive objects
- Other nParticle objects
- CVs of curves or surfaces
- Vertices of polygonal objects
- Lattice points
Create springs between nParticles and other objects
- Select the objects or components to which you want to add springs.
- From the
FX menu set, select
nParticles >
Springs >
.
The
Spring Options
window appears.
- Set options for the springs you want to create. See
Springs Options.
- Click
Create.
Tip: If you use springs on a polygonal soft body or a NURBS soft body with many vertices (and particles), you can improve playback efficiency and spring response by putting springs on a simplified proxy object. See
Troubleshoot nParticle springs.
To cancel spring creation after you click
Create, press the Esc key. Springs will still be created, but only those that were created before you cancelled the process.
Create springs on emitted particles
- Play the animation until you see the emitted particles.
- Select the emitted particle object.
You can optionally select specific particles to receive the springs.
- Select
nParticles >
Springs >
to display the
Spring Options window.
- Set options for the type of springs you want to create. See
Set spring attributes.
- Click
Create.
When you rewind, the particles and springs disappear. When you play the animation, the springs appear with the particles and influence their motion. Springs won’t be created on any particles that were not visible when you created the springs.
You can edit the emitter after creating the springs. The springs appear wherever the particles are emitted.