maxpayne Posted January 24, 2013 Share Posted January 24, 2013 Hello. I have some trouble with flip. I have deforming geometry for collision and I want that particles which closest to surface should going to stick to it. I've used pop solver for solving that task. I got closest point on surface and calculated velocity for that point. Then I used vop pop in the pop solver. I compared distance from particle and closest point. If condition is true , particle got velocity from it point (it's work fine) but other particle are still. May be anyone know why does it happen ? flip_stick_tst.hipnc Quote Link to comment Share on other sites More sharing options...
bloomendale Posted January 24, 2013 Share Posted January 24, 2013 answered on sidefx forum) Quote Link to comment Share on other sites More sharing options...
maxpayne Posted January 25, 2013 Author Share Posted January 25, 2013 Thank you very much bloomendale. You've really helped me. Quote Link to comment Share on other sites More sharing options...
maxpayne Posted April 11, 2013 Author Share Posted April 11, 2013 (edited) Hello guys. I have a question. I want to do drooling from the mouth. I've created a little setup for it. I have particles which stick to collision object and slide on it. It works fine with static collision object. But when I have dynamic collision object my particles stay away from it and drop down. Is there any way for solve this problem ? I want my particles to move with collision object. Here is example of right behaviour Edited April 11, 2013 by maxpayne Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted April 12, 2013 Share Posted April 12, 2013 Hello guys. I have a question. I want to do drooling from the mouth. I've created a little setup for it. I have particles which stick to collision object and slide on it. It works fine with static collision object. But when I have dynamic collision object my particles stay away from it and drop down. Is there any way for solve this problem ? I want my particles to move with collision object. Here is example of right behaviour Try setting it to point velocities for collisions. Quote Link to comment Share on other sites More sharing options...
maxpayne Posted April 12, 2013 Author Share Posted April 12, 2013 It has already set. Quote Link to comment Share on other sites More sharing options...
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