Fabiano Berlim Posted February 9, 2011 Share Posted February 9, 2011 Is there a way to re-enable particles after it stops in a collision geometry or pop limit? I uploading a hip file to demonstrate my doubt. In the example some particles collide with a geometry and stops. The collision geometry then move away from particles and an animated sop force is introduced. Even so, the particles stays in the same place. So I am guessing that should be a way to re-enable stopped particles. particle_collision.hipnc Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted February 9, 2011 Share Posted February 9, 2011 yea, POP networks don't make logical sense to me. I tried, but failed to unstick them. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted February 9, 2011 Share Posted February 9, 2011 Hi. You may need to try to use grouping method to act as a mask to further define your particle events. So that things that are in a group would be forced to stop, or that certain things in the group would become active. Quote Link to comment Share on other sites More sharing options...
Marc Posted February 9, 2011 Share Posted February 9, 2011 You can use the state POP to change the 'stopped' state to 0, which would make them move again. However you'll need to figure out a way of triggering that so it makes sense, otherwise they'll just stop when they hit the grid and then just fall through it again. M 1 Quote Link to comment Share on other sites More sharing options...
Ryan Posted February 10, 2011 Share Posted February 10, 2011 I made a lucky guess. I just changed the collision to 'bounce', and set a low 'gain normal' and low 'max impact'. Also added a property and set bounce to zero. But it may not work for more complex situations... particle_collision_lucky_guess.hipnc Quote Link to comment Share on other sites More sharing options...
Fabiano Berlim Posted February 10, 2011 Author Share Posted February 10, 2011 You can use the state POP to change the 'stopped' state to 0, which would make them move again. However you'll need to figure out a way of triggering that so it makes sense, otherwise they'll just stop when they hit the grid and then just fall through it again. M Thanks Marc!!! It really works! I am attaching a hip file that demonstrate the concept. The particles will jump then hit the ground, wait 'x' frames and jump again. frog_particles_v01.hipnc Quote Link to comment Share on other sites More sharing options...
Marc Posted February 10, 2011 Share Posted February 10, 2011 No problem, glad it helped Quote Link to comment Share on other sites More sharing options...
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