Shaun_michael
12-05-2004, 09:40 AM
Hiya,
I've had a trawl through the various posts that talk about how to link objects to particles etc, and haven't really found the answer I'm looking for, so I'm asking for help from you guys.
I have a very simple scene really. It consists of a large text object, a pound sign (£) object, an emitter, and a ground plane.
What I would like to do is have the text object fall and land, showing that it is heavy, and I have managed this no problem. I also want, when the text object hits the ground, for particles (eventually with the pound object linked) to fall from the sky like a shower of £s. I have set up the dynamics as follows:-
Text Object: HardFX & Collision
Ground Plane: Collision - plane
£ object: HardFX, Impact effect:force; Collision by node
Emitter: 200 particles, 1 per frame, starting at frame 31
When I run the simulation, the original £ object falls beautifully, lands, collides, and rocks to a halt, just exactly how I would like it. To prevent this object from just falling from frame zero, I have taken the gravity off it (this might be the problem, I dont know, but I can not think of another way of preventing this object from falling right from the start - it has to start at frame 31). The problem is that when I link this object to the particles, they just fall and stick to the ground plane at whatever y-value the pivot point is at.
I have tried changing the size of the particle, but if I introduce any random rotation during linking, they just look like they're floating off the ground, and they also dont roll like the original one does.
So basically, I have a bunch of £ signs landing like they are in glue, with no more dynamic motion after they have landed.
I tried putting interaction on, and self interaction, and the £ signs did collide with each other, but still no falling over, like you'd expect when you drop something.
Sorry for the long winded explanation, but I just wanted you to know all I've tried.
Does anyone have any ideas as to how I could make all the clones act in exactly the same way as the original £ sign acts when I run the simulation to start with?
Many thanks in advance.
Shaun
I've had a trawl through the various posts that talk about how to link objects to particles etc, and haven't really found the answer I'm looking for, so I'm asking for help from you guys.
I have a very simple scene really. It consists of a large text object, a pound sign (£) object, an emitter, and a ground plane.
What I would like to do is have the text object fall and land, showing that it is heavy, and I have managed this no problem. I also want, when the text object hits the ground, for particles (eventually with the pound object linked) to fall from the sky like a shower of £s. I have set up the dynamics as follows:-
Text Object: HardFX & Collision
Ground Plane: Collision - plane
£ object: HardFX, Impact effect:force; Collision by node
Emitter: 200 particles, 1 per frame, starting at frame 31
When I run the simulation, the original £ object falls beautifully, lands, collides, and rocks to a halt, just exactly how I would like it. To prevent this object from just falling from frame zero, I have taken the gravity off it (this might be the problem, I dont know, but I can not think of another way of preventing this object from falling right from the start - it has to start at frame 31). The problem is that when I link this object to the particles, they just fall and stick to the ground plane at whatever y-value the pivot point is at.
I have tried changing the size of the particle, but if I introduce any random rotation during linking, they just look like they're floating off the ground, and they also dont roll like the original one does.
So basically, I have a bunch of £ signs landing like they are in glue, with no more dynamic motion after they have landed.
I tried putting interaction on, and self interaction, and the £ signs did collide with each other, but still no falling over, like you'd expect when you drop something.
Sorry for the long winded explanation, but I just wanted you to know all I've tried.
Does anyone have any ideas as to how I could make all the clones act in exactly the same way as the original £ sign acts when I run the simulation to start with?
Many thanks in advance.
Shaun
