![]() ![]() And that's quite astonishing because it allows you to use all sorts of tricks a cloner can do. So, if I rewind and press play, now you will see that the cloner is taking the position of each and every one of these particles, and it's assigning a capsule to it. You see what's coming, don't you? And I'm going to use the emitter as the object. I'm going to make the capsule a child of the cloner, and then I'm going to set the cloner to be in object mode. So, the first thing I'm going to do, go to MoGraph, and create a cloner. ![]() And I'm going to move over here so you can see exactly what's going on. So, Currently, all we have is just a standard emitter emitting particles downwards. I've added some textures just to make it look better. Let me delete this, and let me get rid of the capsule. So, what are we going to do now? Well, I'm going to go and clear a cache, and I'm going to change my layout a bit. You can see that forwards it tracks normally, but after we pass the last frame of emission, then our particles can't disappear, and that's a bit problematic if we want to scrub freely back and forth. And you can see that it's bake because there's a number here. And if you remember what happened in the first video, if I go and press CMD-D or CTRL-D, and go to Dynamics Cache in my project settings and bake my simulation. So, this is the standard setup we have where the emitter is emitting dynamic capsules. In this video, I'm going to show you how to use a standard particle emitter with MoGraph to create a very stable and easy to use emission of dynamic objects. ![]()
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