magneto Posted June 29, 2015 Share Posted June 29, 2015 Hi, I have a tube object that falls onto a box. I then scatter some points on this falling geometry after dopimport. How can I make it so that the points are smashed when it collides with the box object? I tried rbd grains but it seems like I am doing it wrong. Should I just use particles after this? Thanks Quote Link to comment Share on other sites More sharing options...
Skybar Posted June 29, 2015 Share Posted June 29, 2015 What are you trying to achieve exactly? Quote Link to comment Share on other sites More sharing options...
magneto Posted June 29, 2015 Author Share Posted June 29, 2015 Basically I want those points act like particles while still using the inherited velocities from the falling tube. Then when they collide, they should act the same way as colliding particles. I just couldn't combine both together. When I use the velocities and then feed them as v, the particles act very weird. Quote Link to comment Share on other sites More sharing options...
Farmfield Posted June 29, 2015 Share Posted June 29, 2015 Hehe, you want to do what us (in my case former) heathens do in Pflow and Thinking Particles all the time... I've been thinking of doing a setup like that but I just never got too it. Now I'll see what you guys comes up with so I don't have to. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted June 29, 2015 Author Share Posted June 29, 2015 I tried adding velocity difference between frames, but that didn't work well when collision happened. I will try to add it as a force this time. Quote Link to comment Share on other sites More sharing options...
anim Posted June 30, 2015 Share Posted June 30, 2015 quick example of particles being released upon collision ts_particle_release_on_collision.hip 1 Quote Link to comment Share on other sites More sharing options...
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