"Rotation" by distance.

I’ve hit a wall trying to figure this out. I’m trying to have particles “orbit” around an object (As you can see in the photo’s below). I’m not trying to get motion, but I want the particles to be offset based off of the distance. Think of a maelstrom/whirlpool…etc. When I attempted it several ways I kept running into the particles sticking to the surface of the sphere I’m using at the origin to base the distance off of. Warning*** This is way off, but I posted a rough illustration to help out what I’m trying to do. And also my Magma setup (for corrections and just in case you are trying to inadvertently get this result). I’m using a PRT surface for the time being to place the particles.



Assuming I understood you correctly, here is the flow that you want:

Basically this measures the distance of the particle to the origin of the object (PRT Volume, PRT Surface, PRT Loader, whatever).
Then it uses that distance to calculate an angle of rotation using the QuatFromAngleAndAxis BLOP.
It then transforms the current position by the resulting rotation matrix (expressed by the resulting Quat from the BLOP) and outputs the transformed position as the new Position channel.
You can multiply the distance value by a Float and keyframe it to produce actual rotation animation.
I had it keyframed from 0 to 10.0 over 100 frames and it produces really nice patterns from a non-jittered PRT Volume :slight_smile:

I have attached the Max 2013 scene (it also has a hidden PRT Surface with an instance of the same flow).
KMX2_RotationByDistance_max2013_v001.zip (26.2 KB)

This is exactly it! Blah, Quaternion math is not kind to my brain. I overlooked QuatFromAngleAndAxis Blop. Thanks Bobo!