Forum Replies Created
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Raul Velazquez
April 22, 2010 at 1:53 am in reply to: Controlling the explosive force of Fracture Object and Rigid BodiesWell I added a .001 spacing between slices with the Destruction plugin. I dont think that’s the problem. It has to be something with my settings. I noticed that the motion of the text when it breaks is very springy. One of the last letter to break gets hit from the top from a piece falling down on it and the letter explodes upward instead of crumbling down. Do i need gravity or something?
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Raul Velazquez
April 20, 2010 at 3:08 pm in reply to: Is it possible to add hair texture to CS_Tools_3d stroke? Has anyone tried?Ok but you than lose the option to animation the Offset or well any of the Xpresso stuff. I guess the best way around that would be to transform from model one at a starting point to model two at the end point with Morph tag.
– R
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OK i have a question. I can’t seem to figure out why my particles are getting stuck to the surface of the text once they hit? I have bounce at 100%.
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Man I’m such a moron I read what you wrote and looked at my setup and realized that I didn’t make the object I’m using to for the particles editable. Deflector Type: Geometry works now. Thanks for the help. I think I can trouble shoot the rest.
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I do have my model text editable. The only thing is that I have it transforming from a solid state to a crack open state using Morphs to transform from one model to the next which both are editable. Can that affect the way TP is calculating the particles position? Because when I switch to geometry like i stated before they just go right through it.
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I also wanted to add that Rigid Body Dynamic tags are attached to the object used in the particles and the Object its colliding with.
The Rigid Body Dynamic tags are in the original scene example I used to put this together so I’m using them also. I don’t know if they are still needed or not?
In the particle object the settings are:
Total Mass: 0
Rotational Mass:100%
Center X,Y,Z: 0
Include Children: checkedCollision Detection: Full
Elasticity: 100%
Static: 145%
Dynamic: 100%Double-Sided: checked
Drag: 10%
Impact: 100%
Lift: 100%
Linear: 0
Angular:0In the Text object (whats used to Collide with the settings are:
Total Mass: 0
Rotational Mass:100%
Center X,Y,Z: 0
Include Children: checkedCollision Detection: Full
Elasticity: 100%
Static: 159%
Dynamic: 100%Double-Sided: checked
Drag: 10%
Impact: 100%
Lift: 100%
Linear: 0
Angular:0Hope that helps you with any thoughts on the Geometry option not working for me.
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I tried Geometry for Deflector Type and it goes right though the object.
I have Collision type set to Back and Offset Type set to Particle Size Travel. I am using a simple Plane 20m Width by 20m Heigh with 5 segments Width and Height wise. Textured with a cloud I illustrated with an alpha channel.
Everything works fine with PDeflector set to Object and Collision type set to Back and Offset Type set to Particle Size. Even those as you know some particles show though the object or go through it.
My next question is if I have to go with the options “PDeflector set to Object” what values do you suggest for Particle Size Travel to use for
Variation 1,2 ? I have no idea what that would apply to in the way the particles move? Everything below that makes sense.
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Mr. Trachtenberg
I found what you meant by the back setting in the Collision node. Is there any way to have a more accurate response when they collide with the inside of the object? Some go through the object and others partially come though the object. Otherwise I have what I’m looking for.
Thanks for the help.
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Mr. Trachtenberg
Thank you for your help. I have attached below pictures of both my Xpresso Node Trees. For the Collision you said to add “Back” to the PDeflector Node. My question is what should I connect that to in the TP Object Collision Node? do I run it through P Pass?
Do I need to add “Back” to the Emitter too? Which in the case of the emitter my earlier question would also apply. Where do I add “Back” and what do I attach it too?
https://www.shihstudio.com/client/emitter.jpg
https://www.shihstudio.com/client/Collision.jpg
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Raul Velazquez
April 13, 2010 at 8:46 pm in reply to: Adding collision forces to particles in a solver objectI know this was posted some time back but based off of your example scene. Is there a way to get those TP to bounce off the insides of an object. I have a scene were I would like some TP to come out of some text I cracked open so that all the partials come out of it?