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Fabiano Berlim

Re-enable stopped particles

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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

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yea, POP networks don't make logical sense to me. I tried, but failed to unstick them. :(

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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.

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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

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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

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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

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No problem, glad it helped :)

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