cloudfx Posted April 28, 2008 Share Posted April 28, 2008 (edited) Hi, I was making a glass shattering with pop and sop. At frist impact, the particle should have around 15 degree rotation and does not rotate anymore. After around 50 frames, on the secound impact which is more stronger than first impact, its going to have high value of rotation angle to various directions and it keeps rotating by multiplying $F. So for this I had two rotation pop. First one is to rotate 15 degree and stay there. Second one is to rotate to another direction with various angles. However, the problem is when the second rotate happens, it makes a rotation popping. IF I set activation of second rotation pop as "$F == 50", it changes rotation suddenly to the various angles at frame 50. I want to make the rotation change smoothly. So, what I want to acheive is, the paticle rotates smoothly to second rotation pop's rotation from first rotation pop's rotation after frame 50. I made a example hip file to ask question(optimized version), this is not scene file that I am working on. If you open the file, you will find that, on frame 50, it makes suddenly rotation change. That is the problem I am trying to catch. Thank you for reading! rotQ_001.hipnc Edited April 30, 2008 by Jae Yoo Quote Link to comment Share on other sites More sharing options...
cloudfx Posted April 29, 2008 Author Share Posted April 29, 2008 Hmm.. it looks like rotation pop overwrites other rotation pop's rotation data when it activates. I tried to use angular velocity pop and it works really great. Quote Link to comment Share on other sites More sharing options...
frogspasm Posted May 12, 2008 Share Posted May 12, 2008 Hmm.. it looks like rotation pop overwrites other rotation pop's rotation data when it activates.I tried to use angular velocity pop and it works really great. That was just the POP i was looking for! Solved my velocity oriented particle problem... Thanks! Quote Link to comment Share on other sites More sharing options...
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