jackassol Posted July 25, 2016 Share Posted July 25, 2016 (edited) hello guys - I have a flipsolver wich is driven bei an pointvop. Does anyone can say how I can add gravity only to the active particles of my simulation (white particles) and not to all? I also wanted to animate the Emitter Position, but is doesnt work for me. FLIPSOLVER.hip Edited July 25, 2016 by jackassol Quote Link to comment Share on other sites More sharing options...
rbowden Posted July 25, 2016 Share Posted July 25, 2016 For the moving emitter, I would move from using initial data in the flip object and use a source volume to source your particles. An example of some different methods, which includes the source volume method, can be found in this thread: http://forums.odforce.net/topic/22700-how-to-use-a-soppop-point-sequence-object-as-flip-emitter/ As for the active particles, I would just use a pop wrangle to find the length of velocity (name it something like vmag), then under that put down a pop force and use vmag in the vexpression, under force, to have force.y to only be applied to particles over a certain velocity. Quote Link to comment Share on other sites More sharing options...
jackassol Posted July 25, 2016 Author Share Posted July 25, 2016 Thx - but i think i did not get such an nice "impact-splash" as in the flip solver solution. My problem is the rotation of the Emitter - because im using a 3-Float Vectos-Node to define the velocity direction of particles. Is there an solution to connect/stick the Vector-Value (Direction of Particle velocity) with the rotation of my Emitter? Quote Link to comment Share on other sites More sharing options...
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