angelous4x Posted June 16, 2022 Share Posted June 16, 2022 (edited) Hello, I'm having a weird issue where I have just some particle colliding with a ground node, move to hit, and response to "stop" and "move to hit" checked on. However, when I use the pop awaken the "stopped" attribute goes back to 0, but none of the forces affect it. but the Velocities are updated in the geometry spreadsheet. not sure why that is. any ideas why? pop_awaken_stopped.hip Edited June 16, 2022 by angelous4x Quote Link to comment Share on other sites More sharing options...
angelous4x Posted June 16, 2022 Author Share Posted June 16, 2022 seems like checking on "moke to hit" is the issue. in the documentation, it mentioned the 'move to hit' essentially does v@P = v@hitpos. How do I change the @P not to equal the hitpos once it set to awaken? Quote Link to comment Share on other sites More sharing options...
Benyee Posted June 16, 2022 Share Posted June 16, 2022 just set popsolver->collision behavior->group to affect, so you know what i mean now, to "* ^on" Quote Link to comment Share on other sites More sharing options...
angelous4x Posted June 16, 2022 Author Share Posted June 16, 2022 Hi Benyee, thanks for the responce, typed "*^on" in the popsolver->collision behavior->group to affect, but doesn't seem to work Quote Link to comment Share on other sites More sharing options...
ryew Posted June 16, 2022 Share Posted June 16, 2022 The POP Awaken DOP is only modifying the "stopped" attribute while the rest of the hit condition/position attributes remain unchanged - you'll see this reflected in the Attribute Spreadsheet of your POP Geometry. If you disable the POP Solver'ss "Move to Hit" and set the behavior back to "Unchanged" to just get the hit detection, adding a POP Wrangle into the chain with Quote if (@hitnum > 0) { @stopped = 1; } Will freeze your particles where they collide and then release them to fly away as expected when they re-awaken Quote Link to comment Share on other sites More sharing options...
angelous4x Posted June 16, 2022 Author Share Posted June 16, 2022 thank you Ryew, i did try to uncheck the move to hit options, but if I have a uneven collision surface it will be offset, I posted the same question on side effects forums, I got it working here is the link is ur curious. https://www.sidefx.com/forum/topic/85022/?page=1#post-367687 Quote Link to comment Share on other sites More sharing options...
Benyee Posted June 17, 2022 Share Posted June 17, 2022 10 hours ago, angelous4x said: Hi Benyee, thanks for the responce, typed "*^on" in the popsolver->collision behavior->group to affect, but doesn't seem to work * ^on, NOT "*^on", dude pop_awaken_stopped_fix_od.hip Quote Link to comment Share on other sites More sharing options...
angelous4x Posted June 25, 2022 Author Share Posted June 25, 2022 Thank you Quote Link to comment Share on other sites More sharing options...
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