As you can see, I’ve made yet another new feature for the addon. This uses the Track Particles Position tool to allow you to tell objects to track particles then move to a spot on a mesh. A second tool found just below lets you then give it a second mesh destination. From there you can use my animation offset and curve tools to make the animation more interesting, allowing you to morph between shapes! Read more on my changelog website.
Full Features Summary
Control and Convert Particles: MographFX can allow particles to switch from physics to animated mode, letting them form into objects.
Create Detailed Simulations: You can attach fluid and smoke simulation or particle emitters to objects and have them follow particles, allowing for unique smoke simulations that are animated by particle force fields.
Copy Animations to Particles: Create animations and attach them to particles, triggered by their birth or death time. Tell them how soon to run, and each particle will create an animation from its place of birth.
Animation with a Single Click: When dealing with thousands of objects, Blender can be slow. No need to select them, just pick a collection and you can incorporate complex rotation, scale and position animations and offset them with a single click! Use distance offsets, or offset only by X, Y or Z for accurate results.
Offset Animations: Offset animations based on object name or distance. You can reverse the result of either. You can also LIMIT the effect to only certain keyframes, keeping your existing animations intact!
Create Extreme Curves: Users can tell the script to curve the position animation of an entire collection (restricted by frame range) and tell it how many keyframes to look at, allowing you extreme control over the curves. (One Limitation: Placing further keyframes may invalidate curves.)
Particles to Rigidbodies: Track particles and keyframe each, allowing them to follow a path up until the moment you tell them to stop (based on birth or death).
Secondary Explosions: When a particle death is detected, we can spawn an emitter in that exact location. Now supports collections, meaning you are able to create several types of explosion that will go off at the particle’s collision or death location.
Tower Generation: Build Plank Towers and Round Towers for quick destruction. Tracks an empty to allow for multiple tiers and lets you relocate the empty to a new location. Automatically applies rigidbodies of the weight you set. Has a pyramid feature to automatically reduce width every x floors.
Spawn on Animated Mesh: Analyze the vertices or faces of an animated mesh and spawn any object there, be it rigidbody, smoke or particle emitter. If you let it be animated, it will follow the object’s animation on each keyframe making objects that track your animated mesh. For objects with good normals, you can also align the objects pointing “up” in the normal’s direction.
Constraint Generation: Select objects and the distance to search, and my script can automatically apply constraints to those objects. Limit max constraints per object to save your CPU some work. Use accurate mode to analyze meshes and try to find the closest place to connect.
Voxelize: Turn any mesh into cubes that you can apply rigidbodies to or animate using my other tools. Now supports the ability to fill a mesh and Colorize it based on image textures on the object. Choose a custom object to voxelize with that object, and even use with offsets to include particle systems, mantaflow or flip fluids on a custom object. Feel free to then animate and curve them for unique looks.
Chains: Make chains of any object, of any length. Automatically creates constraints between them, keeping them connected for simulation. High resolution chains and simulate cables.
Copy Animations: A quick tool to copy an object’s animations and immediately unlink (make single user) so you can then use the offset animations tool.
Chains of Particles: Start particle emitters using animation offset, based on distance or name.
Spawn at Location: Spawn any object at the location of all selected objects.
Remove Overlapping: Analyze rigidbodies to find those that overlap, and remove one of them for each detection. Helps avoid things exploding apart in densely packed rigidbody setups.
Easily set Collision and Rigidbodies: With one button you can remove or add collision/rigidbody to a group of objects, or tweak their weight. You can also remove or add animated to rigidbodies on a specific frame and offset this.
A Fair Price: Each tool is going for less than $1 each and I plan to optimize and add more customization features to each.
Get Featured! If you make something cool with my tool, send me a message or email carl [at] carlsguides.com to show me, and you may be featured in my next trailer.
V1.5 Emitter Collections!
You can now use emitter and rigidbody collections with both the Particle to Rigidbodies tool and Particle Emit on Death. This allows you to analyze a collection of secondary explosions and create yet another explosion on top of it! You can also use this to randomize the rigidbodies produced when tracking particles to rigidbodies. It’s something I’ve wanted myself, so this is new in honor of the huge SUMMER SALE on Blender Market from Aug 24th to 30th. Let me know if you have any trouble with this new feature!