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jackassol

apply gravity only on active particles.

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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 by jackassol

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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. 

 

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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?

 

 

 

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