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Pyro emitter ignores squash and stretch?
Hello all. I have a collection of meshes and stuff (grouped) to which I’ve applied a Squash and Stretch object. One of the items within that group is a pyro emitter. When I preview my animation, the squash and stretch works, the pyro sim works, but the pyro emitter seems “stuck” on the non-squashed/stretched geometry. What’s the right way to have the emitter take into account the effects of the squash/stretch object? I’ll include some screenshots of what’s happening now: the orange outline is the original location of the emitter object (actually a vertex map); the lighter gray mesh is the stretched location; the black cloud is the result of the pyro sim (to this frame). Thanks for any help/advice. I am still learning C4D and have a long way to go!