View Full Version : Particle FX (collision) ?s [for LW masters only!!!! 8-)]
miguel446 07-29-2002, 11:05 PM Okay... so I'm like, y'know, doing this tutorial and everything.......
I'm adding an FX collision item. In the dialog box for the properties it lets you set the collisin device type to sphere, plane, etc. One of the options is 'object'.
Do you know what this indicates? I assumed it meant that one could designate an object (model) as a collision device.... but I can't figure out how to make it work...
Suggestions rewarded handsomely......
okay that's a lie.... there's no reward....
but I'd reeeeeaaaaalllly like to know!
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Bytehawk
07-29-2002, 11:24 PM
Using an Object for Collisions
You can use a LightWave object as a Collision object by adding
FX_Collision as a Custom Object plug-in on the Object Properties panel,
Geometry tab. You must set the Type to object on the object’s Collision
controller panel. If you use a SubPatch object, you set the Type to
object-subdiv to use the subdivided mesh instead of the base polygonal
object. Use the object-advanced type to get even more accurate collision
detection.
:bounce:
miguel446
07-30-2002, 12:28 AM
GOOD LORD!
I can't believe somebody knew the answer to this one!!!
Muchas Gracias Amigo!
It's amazing how simple this stuff can be!
AWSOME!!!!!:bounce: :bounce: :bounce:
Caio!:applause:
Bytehawk
07-30-2002, 01:07 AM
LOL
just did a search in the manual and copy pasted the thing,
you would be better and faster off next time by consulting the manual first...
couldn't just put up RTFM in this nice forum....
all with good intentions
:thumbsup:
keep on wavin'
Mike RB
07-30-2002, 01:58 AM
maybe RTM would be ok. :)
miguel446
07-30-2002, 02:04 AM
Yeah.... I like RTM...... that's ok....
he skulks away....
m
Bytehawk
07-30-2002, 08:13 AM
ok, RTM it is
does anyone know of a workaround so the particles interact with a collision object as it deforms (be it endomorphs or bones,whatever)
I remember in the scenes I tested particles carried on hitting the undeformed version of the object no matter what
Mike RB
07-30-2002, 02:17 PM
hit fx start
Eugeny
07-30-2002, 09:07 PM
Originally posted by LNT
does anyone know of a workaround so the particles interact with a collision object as it deforms (be it endomorphs or bones,whatever)
I remember in the scenes I tested particles carried on hitting the unreformed version of the object no matter what
I've got the same result... Seems what collisions don't use morphs...
yeah,I had a problem witrh the endomorph collision object too - but honestly cant remember if I omitted to StartFX or not - it's been awhile
I just gave it a simple go and yeah,Mike is right FX_Start calculates the endomorph displacement of the collision object
cheers
Eugeny
07-31-2002, 01:29 PM
I used FX_Start - and still it's not working. :annoyed:
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