Jump to content
Sign in to follow this  
Netvudu

Wrong sim coordinates when moving a subnet

Recommended Posts

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 by Netvudu

Share this post


Link to post
Share on other sites

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 by Skybar

Share this post


Link to post
Share on other sites

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

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

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

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 by Netvudu

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×