leo grabau Posted November 30, 2017 Share Posted November 30, 2017 Hi everyone Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die. After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc. My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks LoopParticlesTEST.hip Quote Link to comment Share on other sites More sharing options...
moneitor Posted December 1, 2017 Share Posted December 1, 2017 (edited) Do you need to use pops, or can it be done in a procedural approach that doesn't involve simulation? Edited December 1, 2017 by moneitor Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted December 1, 2017 Share Posted December 1, 2017 Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs. 1 Quote Link to comment Share on other sites More sharing options...
leo grabau Posted December 1, 2017 Author Share Posted December 1, 2017 Well I am not forced to do it in DOPs or sim but certainly, need to Loop and point count must to de the same, DOPs because we are going to see impacts through a window Quote Link to comment Share on other sites More sharing options...
leo grabau Posted December 1, 2017 Author Share Posted December 1, 2017 2 hours ago, LaidlawFX said: Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs. Issue is that using POPs the Loop Tool Has issues blend properly the Position also because need to be driven by custom fields to get turbulent wind and make them repositioned from starting position Quote Link to comment Share on other sites More sharing options...
moneitor Posted December 1, 2017 Share Posted December 1, 2017 if you do it with the hittotal attribute alone, its gonna work only during the first collision though. Check if maybe this helps LoopParticlesTEST.hip Quote Link to comment Share on other sites More sharing options...
moneitor Posted December 1, 2017 Share Posted December 1, 2017 This one should also work if you increase the substeps. LoopParticlesTEST.hip 1 Quote Link to comment Share on other sites More sharing options...
leo grabau Posted December 1, 2017 Author Share Posted December 1, 2017 3 minutes ago, moneitor said: This one should also work if you increase the substeps. LoopParticlesTEST.hip Thanks a lot, definitively this is the think, now I am arranging some conditions due that speed is driven by Pyro sim to make wind turbulence but your formula is accurate. Quote Link to comment Share on other sites More sharing options...
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