Archived post by ogvfx

If the point counts are consistent with Id’s all you need to do is calculate the distance between the shapes to get the length and direction.
sops wrangle: vector targetPos = point(1,”P”,@ptnum); vector restPos = point(0,”P”,@ptnum);
v@splashP = (targetPos – restPos) * ch(“splashPMult”); v@splashV = (targetPos -restPos ) * ch(“splashVMult”);
You can create something like a splashP and splashV attribute to control in flip, pops, etc.
I did something like that on the first badguys and some other shows. zerply.com/r/29FebF6u/badguys-fx
I animated sdf’s and controlled the ocean sim to match the shapes and timing.
You’ll want to calculate a birthFrame in sops, then you can animate the force procedurally.
wrangle in dops: float tf = f@birthFrame ; float offset = f@s;
float tfOffset = tf + ch(“offset_mult”);
float timer = fit(@Frame,tf,tfOffset,1,0);
v@P += (v@splashP * timer)*ch(“amount_mult”);
v@v += (v@splashV * timer)*ch(“amount_mult”);
I did something a bit more technical on elemental using jakes optimal transport but the same idea.