tyrn Posted February 10, 2005 Share Posted February 10, 2005 I have a pretty simple collision setup where my particles are emitted from a source object, colliding and sliding along the ground plane as they should. I have additional collision pops pointing to objects that make up the walls around the ground plane. As the particles slide along the ground they are supposed to hit the wall and bounce. however, they just keep sliding on the ground and go right through the wall. I've played around with the 'Hint' setting: Static Geometry, Translating Geometry, and Deformation Geometry. As well as the Collision tolerance, but, have had no luck. I also tried adding a property pop and checked Cling, and cranking that up to various numbers. My wall/collision objects are polygon extruded grids. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 10, 2005 Share Posted February 10, 2005 (You might use Divide to split your collision object into tri's too.) Is it because they're currently clinging to one poly that they won't collide with another (non-adjacent poly)? Quote Link to comment Share on other sites More sharing options...
michael Posted February 10, 2005 Share Posted February 10, 2005 are you using Final Behaviour? I think that might prevent them from getting another behaviour... Quote Link to comment Share on other sites More sharing options...
tyrn Posted February 11, 2005 Author Share Posted February 11, 2005 (You might use Divide to split your collision object into tri's too.)Is it because they're currently clinging to one poly that they won't collide with another (non-adjacent poly)? 16248[/snapback] Tried the tris thing... I do think it could be that they are sliding/clinging to the groundplane, which somehow is overiding the particles ability to collide with the wall object. Quote Link to comment Share on other sites More sharing options...
michael Posted February 11, 2005 Share Posted February 11, 2005 you could try merging the walls and the ground and use that as the collision object Quote Link to comment Share on other sites More sharing options...
stu Posted February 11, 2005 Share Posted February 11, 2005 Weird - it worked for me. I set up an emitter that dropped particles onto a polygonal grid (floor) with the collision behavior set to slide and set up a separate polygonal grid to act as a wall with the collision bevhavior set to bounce and it did the right thing right out of the box. Quote Link to comment Share on other sites More sharing options...
michael Posted February 11, 2005 Share Posted February 11, 2005 hmmm...yeah, I just tried it and it worked right away... can you post a file? Quote Link to comment Share on other sites More sharing options...
edward Posted February 15, 2005 Share Posted February 15, 2005 Tyrn, are you using setting the collision behaviour to Slide on Collision in a Collide POP? Once a particle goes into sliding behaviour, it won't collide anymore. It's a known limitation. For simple cases like a ground plane, you might be able to get away with just doing regular bounce behaviour to get sliding. PS. yes, this will appear to work for some special people on simple cases because they're likely using some special build. Quote Link to comment Share on other sites More sharing options...
michael Posted February 15, 2005 Share Posted February 15, 2005 hahahaha....oh lord.... :whistling: Quote Link to comment Share on other sites More sharing options...
Jason Posted February 15, 2005 Share Posted February 15, 2005 hahahaha....oh lord.... :whistling: 16301[/snapback] Check yourself before you mention the FixAll SOP, arctor. Quote Link to comment Share on other sites More sharing options...
michael Posted February 15, 2005 Share Posted February 15, 2005 well the fixAll SOP is one thing...I personally like the makeBeautifulRender ROP and the realtimeGI ROP Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted February 15, 2005 Share Posted February 15, 2005 well the fixAll SOP is one thing...I personally like the makeBeautifulRender ROP and the realtimeGI ROP 16307[/snapback] How about a DirectorsFinalwDVDRelease ROP? Quote Link to comment Share on other sites More sharing options...
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