thomwickes Posted December 14, 2011 Share Posted December 14, 2011 (edited) Hey I'm trying to split particles on collision but only on the frame they collide on - the only way I can do this now is by killing the original particle, or by turning off 'preserve group' for the collision group that the split pop sources from. I need preserve group checked on as I'm using the collided particles elsewhere in my scene. Is there a simple expression that I could put in the activation of the split pop that just emits on the actual frame of impact? Edited December 14, 2011 by thomwickes Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted December 14, 2011 Share Posted December 14, 2011 Hey I'm trying to split particles on collision but only on the frame they collide on - the only way I can do this now is by killing the original particle, or by turning off 'preserve group' for the collision group that the split pop sources from. Is there a simple expression that I could put in the activation of the split pop that just emits on the actual frame of impact? You can set the first collision behavior as "Die on Collision" and at the same time you create a collision group by entering a name in the Collision Group field (leave the "preserve group" option unchecked). Place a Split POP and set the Source Group as the collision group you created and you're set! Cheers Quote Link to comment Share on other sites More sharing options...
thomwickes Posted December 14, 2011 Author Share Posted December 14, 2011 You can set the first collision behavior as "Die on Collision" and at the same time you create a collision group by entering a name in the Collision Group field (leave the "preserve group" option unchecked). Place a Split POP and set the Source Group as the collision group you created and you're set! Cheers Thanks but I need to do this without killing the original particle as I'm using the collision attributes (num hit, hit id, hit time, etc) from the original particle elsewhere in my scene. Quote Link to comment Share on other sites More sharing options...
ryew Posted December 14, 2011 Share Posted December 14, 2011 Will setting a collision group and collision event on the collide POP to be referenced in the split POP like in the attached file accomplish what you are after? splittingParticleOnCollide01.hipnc Quote Link to comment Share on other sites More sharing options...
thomwickes Posted December 14, 2011 Author Share Posted December 14, 2011 (edited) Will setting a collision group and collision event on the collide POP to be referenced in the split POP like in the attached file accomplish what you are after? Ah not quite - I'd already tried this. I need 'preserve group' checked on as I use the collided particles elsewhere edit: just realised i'd not made this clear in the OP. I've just updated it Edited December 14, 2011 by thomwickes Quote Link to comment Share on other sites More sharing options...
thomwickes Posted December 14, 2011 Author Share Posted December 14, 2011 Ok, I worked it out. I created a group just above my split with the rule "$JUSTHIT == 1" I then used this group to split from. This will only emit particles as they collide as the $JUSTHIT variable is cleared at the beginning of each timestep Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted December 14, 2011 Share Posted December 14, 2011 (edited) Ok, I worked it out. I created a group just above my split with the rule "$JUSTHIT == 1" I then used this group to split from. This will only emit particles as they collide as the $JUSTHIT variable is cleared at the beginning of each timestep You could also have used that same setup I talked about just change the collision behavior to "Continue on course". Cheers Edited December 14, 2011 by rafaelfs Quote Link to comment Share on other sites More sharing options...
thomwickes Posted December 14, 2011 Author Share Posted December 14, 2011 You could also have used that same setup I talked about just change the collision behavior to not kill the particles. Cheers I needed "preserve group" checked on though. With preserve group checked on, and the particles staying alive, they will be constantly emitting. Quote Link to comment Share on other sites More sharing options...
ryew Posted December 15, 2011 Share Posted December 15, 2011 Ah not quite - I'd already tried this. I need 'preserve group' checked on as I use the collided particles elsewhere edit: just realised i'd not made this clear in the OP. I've just updated it No problem, glad to hear you hit upon a solution Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.