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Radius Effector 2 is designed from zero and improve all you’ve seen on the original Radius Effector.

Designed to be a robust tool for your day to day motion graphics/vfx/mappings/vjs  Radius Effector 2 is a powerfull tool to animate thousands of objects in an easy and flexible way, without any key creation.

Radius Effector is a toolbox for Thinking Particles, version 2 is created with Bullet physics  so you need TP 5 to use RE2.

Radius Effector 2 Pro features:

-Up to 6 effectors.
-3 diferent modes.
-3 curve presets fallof.
-Affect position,scale and rotation.
-Advanced position options.
-Realtime bullet physics. Easiest physics setup ever! Only one button to enable physics.
-Use Effectors as forces.
-Export particles as geometry

 

Download Radius Effector 2.02 Lite for free

Buy Radius Effector 2 Pro:

 
 
 

Anselm von Seherr-Thoss
Incendii LLC Visual Effects

“RadiusEffector is a great tool for motion graphics based work inside of 3dsmax. Having TP under the hood it is highly scalable and very robust to work with. RadiusEffector is production proven and great fun for all thigs disintegrating! “

Toufik Mekbel
Vfx artist

“Radius Effector is a very useful tool, it save’s alot of time and allows you to create amazing animations.”

Cedric Jaccheri
Bloc D Design studio 

“Awesome tools! such a simple setup for crazy possibilities and fully editable!”

John A. Martini
JokerMartini CG artist 

“Eloi has done it again, a game changing tool which shapes the way digital artists work, increasing artist’s speed and control.”

 
 

-Diferences between versions:

 
 

 Tutorials

 

Comments

  1. Nikolay Nikiforov

    This is awesome!
    Entire procedural workflow inside max!

  2. Vasia Vlasov

    It’s an awesome tool, but effectors doesn’t work for me in lite version of RE 2 ((( Any advices, Thanks ;) !!

    • Have you installed TP5.1? Are you following the tutorial? (add objects, make sure to select “instance shape”?, activate scale for example?)

      • Vasia Vlasov

        Yep, i installed 5.1.. and turned on instance shape and nothing (( I activated scale and when i move effector to theobject nothing happen ((.. Help me please, i need it ((

      • Vasia Vlasov

        It’s partial works.. It creates instances, but effectors don’t affect to them ((

        • admin

          Yes! you was right! It turns out that one parameter was reset on the “Lite” version. Download it again and should work! Pro version is working fine. Thanks for pointing it out.

        • My response below:There are 3 pealcs I can see creating problems, and please pardon me if I misunderstand something:“The Axis is a vertical vector…..”You mention that this is a vertical vector to the old and new vectors between shoulder and elbow. Is this vector created in some way by the new and old vectors or did you just mean you are rotating your elbow-> shoulder vector relative to a stationary vertical axis? The way I read your comment was that you create a new vertical axis each time you need to calculate the position of your elbow->shoulder bone. The vertical axis you choose should remain constant. In my case, I always rotate relative to the global UP axis of my system: Vector3(0,1,0).“And the angle can I get from the Angle between the actual Vector…..”The function you mention, cos(alfa) =v_new * v_old / |v_new|*|v_old|, isn’t a signed angle. Example: The angle between Vector(0,1,0) and Vector(1,1,0) equals the angle between Vector(0,1,0) and Vector(-1,1,0). Does that make any sense? Basically you need a function to calculate the angle between 2 vectors relative to another vector. I don’t have the formula handy but take a look at my function ‘AngleBetween’ in “Than I multiply the rotationmatrix with the last rotationmatrix and the Dll send this matrix to the renderer”Make sure the order multiplication is correct. From the Rotation_Matrix wiki: “For n greater than 2, multiplication of nd7n rotation matrices is not commutative.” A * B != B * A. Additionally, you shouldn’t need to multiply your rotation matrices each frame. Say my arm is straight down at my side and I raise it to the side by 45 degrees. Then I rotate it another 12 degrees to the side. It’s safer to simply create a new rotation matrix for the 57(45+12) degrees rather than multiplying 2 rotation matrices together.

  3. Carl

    Thanks for this Eloi.
    I’m trying the lite version, not sure if I’m doing something wrong. Everything seems to work just fine until I start keyframing the effector. At that point the scale doesn’t work anymore and my meshes are stuck to a 0,0,0 scale values. Any thoughts?

  4. Carl

    No much time unfortunately, but it seems it works great.
    Thank you Eloi.

    • Folks, as I came up with this puzzle in the run-up to Christmas, it’s palrbboy only fair that I share with you an elegant solution. It is, of course, possible to calculate the volume using traditional multi variable calculus. This will cause most people’s eyes to glaze over… Over at Red Gate we believe in ‘ingeniously simple’ so let’s see if there is a better way.Rather than trying to calculate the volume directly, let’s solve an easier problem. The volume of the shape shown in the diagram below is simple to calculate, but importantly has the same dimensions as the original problem posed.V = 2 Pi * h * (r^2 – r’^2) (volume of a cylinder)r’^2 = r^2 – h^ 2 (pythagoras)so V = 2 * Pi * h^3This volume must be proportional to the volume of the apple that remains as the dimensions of the 2 shapes are the same.So volume of apple remains = K * Pi * h^3. We determine K by using the limit when h = r. In this case the volume left is the whole sphere as nothing is removed. Thus K = 4/3Volume of apple remaining = 4/3 * Pi * h^3Easy when you know how!

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