Play the animation and all particles start to fall down towards the
gravity point.
First, what is a "particle system"?
Traditional particle systems consist of a large number of particles
(usually just points represented by their velocity, color etc.) acting
under the influence of external force fields, such as gravity or wind.
However , the particle system of REAL 3D is not what could be described
as "a traditional particle system". The biggest differences are that
force fields in REAL 3D are properties of objects themselves, and any
object can be used as a particle. One could almost say that there is no
particle system at all in REAL 3D. There are just objects which
interact with each other and the animation is the result of such
interaction process. But that is the situation in the Real world, too!
Because the particle system is implemented using methods, it is fully
integrated to the animation system. This allows you to mix particle
system oriented methods with all other methods. For example, if you
have a walking robot, you can move it forwards using a force method.
Because of historical reasons, we use the term "particle" in the
following examples instead of "target object". Anyway, a particle is
just a target object of a particle oriented method.
So, how then do the "particle oriented" methods of REAL 3D work?
Particle oriented methods, such as RADIAL FORCE, generate a force
field. This force field affects the "velocity" attribute of the object.
The longer the force field affects the object, the more the velocity of
the target is changed. This all happens according to Newton's laws of
motion. If you recognize the formula
F=m*a
this all should be very clear to you. The term "F" in the formula
describes, how strong the force field affecting the particle is. The
term "m" is the mass of the particle and the term "a" is the resuming
acceleration. In other words, if the force "F" affects the particle
whose mass is "m", the acceleration for that particle will be "a".
What exactly is "acceleration"? Acceleration describes how much the
velocity of the particle changes ("dv") during one second and can be
solved from the following formula:
dv
a = ----
dt
By combining these two formulas, we can solve how much the velocity of
a particle is changed during the time "dt".
F * dt
F*dt=m*dv=>dv= ------
m
So, if the strength of the force field generated by a force method is
1000 N, if the mass of the particle is 100 kg and if the time between
subsequent frame is 0.1 s, the velocity of the object is changed
1000 kgm/s*0.1s
dv= --------------- =1.0m/s
100 kg
So, the purpose of the RADIAL FORCE method is just to change the
velocity of target objects in very natural manner. By default, the
method generates a force field which behaves like gravity. The formula
used for that is:
m1*m2
F=g* -----
s
where m1 is the mass of the particle, m2 is the mass of the gravity
point and "s" is the distance between them. "g" is the so called
gravity factor whose value is 1.0. However, you can define the strength
of the force field by associating custom formulas with the method
object, as we will see later.
Attributes, such as mass, acceleration and velocity itself, do not move
objects. To change the attributes to real motions, the PROCESSOR method
is needed. This method reads all relevant attributes of target objects
and moves (and rotates) the targets accordingly.
So, in order to create a particle animation, we need some particles,
perhaps one particle system oriented method which modifies velocities
and other properties of particles, simulating the Newtons laws of
motion, and finally we need a PROCESSOR method which transforms the
attributes of target objects to real motions.
If you have read all text above, you recognize the term "dt" and know
that it means the time in seconds. So, how many seconds is the entire
animation?
Open the animation window. The Seconds field describes the length of
the animation in seconds. If the Resolution (number of frames) is 40
and Seconds is 1.0, this means that the "dt" between two subsequent
frames is 1.0s / 40 = 0.025s.
Lets demonstrate the purpose of the Seconds field with an example.
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