LucOlivier Posted January 30, 2015 Share Posted January 30, 2015 Hi guys, I'm working on a collapsing simulation and I'm not yet able to emit smoke from collision or from my deleting glue constraint. And I need to have some on the ground. And would it be better to do the debris before or after the smoke. Thanks in advance for your help! I've attached a file of a RBD collapsing. smoke_from_RBD.hipnc Quote Link to comment Share on other sites More sharing options...
sfpar Posted January 31, 2015 Share Posted January 31, 2015 you may need to dump the debris in bgeo format, but before that if its a pack primitive you will need to unpack them & then dump them as bgeos, after that you can use them as source in your pyro container Quote Link to comment Share on other sites More sharing options...
LucOlivier Posted January 31, 2015 Author Share Posted January 31, 2015 I'm not quite sure I understand. I do work with pack primitive. I've try using the debris shelf tool on my collapsing geometry. It creates a popnetwork, I've made it collide with the ground but for some reason I can't figure out how to collide with the breaking pieces. How would you transform the popnet (point) into bgeo? Use Copy sop? Then, you would emit smoke from the geometry created by the popnet? Thanks for your answer. Quote Link to comment Share on other sites More sharing options...
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