Goals (and Particles)
Makes a particle object move towards a goal object.
• Goal is an object and it can be a particle, CVs, geometry or camera or light – cannot be a curve on a surface.
• Particles make good goals because they can be animated in many different ways.
• You make the whole particle object the goal and you can set individual goal weights per particle
• Particle goals attracts trailing particles 1 for 1
(first particle of goal attracts 1st particle, etc. then wraps around for the extra particles).
• If the goal is geometry, particles are attracted to the CVs or vertices of the object.
• If the goal is a light or camera it can use the transform node to attract the trailing particles.
• Can use more than one goal to affect the particles. Can apply different weights per object or per particle.
Setting a Goal for a particle object:
1. Select the particles
2. Shift click the goal last
3. Particles -> Goal
In options you can set the goal weight (the amount of effect it has).
You can also have it follow the transform (pivot) rather than the CVs or particles).
Check and alter the goal settings:
Open the Attribute Editor for the Particles and find the Goal Weights and Objects section
Alter the number next to the shape that is set as the goal object
To set more than one goal:
1. Select just the particles
2. Shift click the new goal
3. Particles - Goal
Repeat these steps for each goal
Open the Attribute Editor Goals Weights and Objects section
Setting the Weights:
Goal Smoothness = how fast it gets attracted
ParticleNameShape# = the goal weight 0 = no effect and 1 = maximum pull
Goal Active – turn off or on
• The trailing particles’ Conserve will adjust the oscillation (back and forth motion) - 0=no oscillation
Make three goal objects and spread them apart from each other (geometry, curve and other object (camera, light or other particles)
Sketch some particles (a lot)
One at a time, make each object a goal for the particles (use the same weight for each)
Now, set keys on the goal weights so they go to one object then the next then the next - one at a time.
Change the conserve so the particles do not bounce around the goal
Setting Goal weight using the Ramp:
Make a new particle emitter set and a goal
Set the lifespan to random or constant
In the Per Particle Array Attributes section of the Attribute Editor:
Right Mouse button over goalPP
RMB Edit Ramp
The white means maximum effect and the black means no effect over time (birth to death)
Goals Per Particle using the Component Editor:
To get more control over the weights in the particle object
Make a new particle emitterand a goal object
• You can not key Per Particle Attributes
1. Open the particles in the Attribute Editor
2. In the Per Particle (Array) Attributes
3. Right click the goalPP box and choose Component Editor
4. In the Maya main menu select by Components
5. Select the particles you want to effect
6. In the Component Editor select the Particles Tab
7. Stretch the window BIG
8. Layout menu – Load Selected Components and Show All Columns
In the goalPP category you can enter the goal (to enter same goal in many areas, select them all first)
If you have a Per Object and a Per Particle weight then they are multiplied
Animating the goals:
The goal smoothness, goal weight and conserve can be animated over time.