Netvudu 114 Posted March 13, 2014 (edited) Hi there. I got this setup for a dandelion which works perfectly, but then I collapse everything into a subnet. Now, if I move the subnet around, the particles sim doesn´t work properly. I looked inside and both the emitter and a group bounding object seem to be transformed more than the rest of the subnet. Is it a bug that I must report or am I doing anything wrong? Could you guys take a quick look. It´s all setup already. StrangeParticlesCoordinatesProblem.hipnc Edited March 13, 2014 by Netvudu Share this post Link to post Share on other sites
Skybar 349 Posted March 13, 2014 (edited) I don't know if it is supposed to work, but just popping everything in a subnet and moving it sounds problematic to me. You could do it like the hip attached, but if you are going to make an asset out of it you should probably think of something cleaner/better. StrangeParticlesCoordinatesProblem_dv.hipnc Edited March 13, 2014 by Skybar Share this post Link to post Share on other sites
Netvudu 114 Posted March 13, 2014 Thanks David. It´s strange though. Somehow moving the dop Networks around create a transform problem? Obviously, I wanted to create an asset out of it. Share this post Link to post Share on other sites
Skybar 349 Posted March 14, 2014 I don't think the problem is the Dopnets, but rather the Object Merge where you fetch the sphere for the particles. Share this post Link to post Share on other sites
eetu 526 Posted March 14, 2014 Ok, followed the rabbit hole to the end, the problem seems to arise from the popgroup bringing in the geometry in world space instead of local object space. To change that, you need to go to /obj/Dandelion1/ParticleSIM/popgroup1, allow editing, dive further into popgroup1/apply_rules/apply_bounds/snippet1 and change space:world to space:object in line 29 Of course needing to open up the builtin asset is a bit dirty, maybe there are smarter ways to fix this. Probably by trying to keep everything else in world space as well. StrangeParticlesCoordinatesProblem_ee.hipnc Share this post Link to post Share on other sites
Netvudu 114 Posted March 14, 2014 (edited) yeah, but the problem is that one of the spheres is animated with keyframes, so that might be tweaked, but the emitter one, which is also misplaced is just copied on a point which comes from a wire sim. edit: ah...I just read eetu´s post Edited March 14, 2014 by Netvudu Share this post Link to post Share on other sites