Progression Based Effectors (MoGraph + Python)
Showing off a few Python Effector experiments, that make MoGraph behave more like a "real" Particle system.
These are all based on the same simple technique: I store values for properties of MoGraph clones to use at a later point in time. That way I can use information about a clone that I stored in a previous Frame to base the calculations on for its behavior in the current Frame.
It's a pretty obvious concept to come up with from a programming point of view, but I haven't really seen too many people use it before in a Python Effector. Big shame really, since the potential is huge.
It allows for doing time based / progression based effects, like fades for example. Some of these effects even look like there's anticipation going on ;)
- The Flocking Effector allows for organic flocking behavior.
- The Velocity Effector maps Velocity values to a Color Range for the MoGraph Color system. It can take Dynamics into consideration as well ;)
- The Grid Effector can do Collision / Velocity / Acceleration / "anticipation"-like effects. In the examples I use the Effector to fade clones between MoGraph and Dynamics ;)
- The Random Walker Effector makes, euh,... Random Walks.
I don't intend to just give away all these files for now, but I'm planning to make a tutorial about the technique, although that may take a while. For now, the clever among you should be able to figure it out, knowing you can store copies of Arrays as "previousArrays" to use in the loop. As I said, it's a simple principle.
This exploration started for me after Lennart Wahlin (tcastudios.com) mentioned some Velocity/Collision/Acceleration based effects he was experimenting with.
Hoping this video can inspire some of you guys as well.
With a little bit of luck in the next few months we'll see a whole new range of crazy Effectors pop up, for all of us to play around and have a whole lot of fun with.