I have a domain set up where I have a couple of fluid objects, one set to ‘fluid’ another set to ‘inflow’. These seem to be working together quite nicely.
I’m aware that it is possible to stop and start the inflow by animating it to move outside the domain at the point you would like it to stop, and moving it back inside the domain to continue it.
I hoped this technique would help with setting a fluid object outside of the domain and bringing it in at the point you would like it to start in the animation. However, this doesn’t work.
In the old documentation for the older versions it mentions you can control the start time of fluid objects with a fluidsim ipo curve.
I can’t seem to find the equivalent in version 2.55, i may of course be missing something really obvious here, i’m hoping you may be able to help!
Thanks for the tip, that does seem to work for the inflow, but doesn’t for an object set to fluid, this isn’t a big problem of course, the inflow will probably do the trick for what i need, however, i was curious to know whether it was possible with a fluid type.
Any other thoughts on that? Or is it end of the road?
Not sure if it will help, but what I ended up doing is creating my full animation without fluid so all other motions were locked, and then copied that file into seperate blender files and cut the timing down until the fluids could each start at frame one in their own file. Not sure if this would work with your situation, it depends on how you’re using the fluids.
That’s a perfectly reasonable suggestion Marcion thanks.
It seems that the inflow fluid type is the most versatile to go with if any sort of delay or stop or start is required.
I’m just trying to get a full understanding of it, the ‘active’ button is present next to a simple ‘fluid’ type as well as an 'inflow type, it certainly does toggle the active state of an inflow however, for me at least even having a ‘fluid’ set as inactive at the start of the simulation is ignored and considered active from frame 1.
Perhaps it is a bug/Not yet implemented? Or perhaps it is some error on my part?
I’m afraid that the fluid system has not been implemented (code
is from 2.4x) allowing to animate settings like this. A typical
bake situation is to gather all data in advance, convert to new
data for the simulator module, and then run the simulation.
Obviously it should work, but that’s another topic.
I’ll assign this to Janne to check if my analysis was correct,
and if so to either:
find a way to disable these variables from being animated.
ensure this is properly communicated in wiki doc about fluid
bake
Date: 2010-11-12 14:55
Sender: Janne Karhu
As far as I understand the way fluids work is that a “fluid”
object is a simplified “inflow” object that’s automatically
active on the first frame of the simulation. So it really doesn’t
make any sense to even have the “active” parameter
available for the “fluid” type. I’ve now committed
a fix that hides the option from ui in this case, to avoid confusion
later on, but for you the fix is to simply activate an inflow
object for the duration of a single frame.
hello there.
i am experiecing the same problem but it seems i still couldn’t solve it.
i have a glass floating in the air, then lands on a table. at this frame, 170, a fluid from a tube should fall inside the glass.
i have created a box around the glass,
the tube is set to INFLOW and at frame 170 a keyframe has been inserted and “contribute to fluid” checkbox has been checked.
if a ALT+A or BAKE the simulation nothing happens