paulselhi
04-06-2005, 06:15 PM
1. If i create a cube as a single particle with enough polys i can use the fragment node to "peel" away the cubes faces by animating the threshold and then use wind to blow them off. I can set up interparticle collision to keep the frags apart but when i set up interparticle collision to keep the frags from passing through what is left of the original particle it will not work
I think i know why..the orignal cube has its center fixed..well at it's center and thus the frags can only have repulse and bounce set to the distance from the whole cubes center, remaining parts are thus not calculated
Is there any way to get the frag particles to bounce of the remaining shell before it turns into frags itself ?
Confused ? err.. let me explain again. A cube is set as a particle and pfragment causes it to fragement from z to -z, to get the frags to come of in a stream (left to right) rather than all at once ( much like pblurp which i don't want to use here) i key frame the threshold value, now i have the frags peeling off but i cannot get the frags to collide with what remains of the cube, they just pass through it
I can of course simply have the speed of the particles set at 0 and remove the threshold keying then i have all my particles born at once and so don't have the issue with passing through the original cube remanents but then i loose that peeling effect, all particles are blown off at once
I have managed a work around using variations in particle mass and the wind set to take that into account..is this the only way ?
Anyone know if it is possible to solve this ?
2. On a similar vein i was unhappy with the way say a glass sphere would shatter on impact with a floor. If the animation was simulating slow motion then the whole sphere particle would explode at once on impact
OK i have worked out how to solve this with the peeling effect ( shockwave effect) of the threshold setting but it must be set to a particular axis. So if i have a rotating particle hitting the floor how would i be able to tell PFragment what alignment it has on impact so that the fragmentation direction is correct ? I don't think the alignment correction option is for this
What we somehow need is for the fragmentation to start at the impact point wherever that may be
Bloody hell know i know why they call it Thinking Particles !! It should carry a health warning " Whilst contemplating TP do not drive, operate heavy machinery of attempt neuro surgery"
I think i know why..the orignal cube has its center fixed..well at it's center and thus the frags can only have repulse and bounce set to the distance from the whole cubes center, remaining parts are thus not calculated
Is there any way to get the frag particles to bounce of the remaining shell before it turns into frags itself ?
Confused ? err.. let me explain again. A cube is set as a particle and pfragment causes it to fragement from z to -z, to get the frags to come of in a stream (left to right) rather than all at once ( much like pblurp which i don't want to use here) i key frame the threshold value, now i have the frags peeling off but i cannot get the frags to collide with what remains of the cube, they just pass through it
I can of course simply have the speed of the particles set at 0 and remove the threshold keying then i have all my particles born at once and so don't have the issue with passing through the original cube remanents but then i loose that peeling effect, all particles are blown off at once
I have managed a work around using variations in particle mass and the wind set to take that into account..is this the only way ?
Anyone know if it is possible to solve this ?
2. On a similar vein i was unhappy with the way say a glass sphere would shatter on impact with a floor. If the animation was simulating slow motion then the whole sphere particle would explode at once on impact
OK i have worked out how to solve this with the peeling effect ( shockwave effect) of the threshold setting but it must be set to a particular axis. So if i have a rotating particle hitting the floor how would i be able to tell PFragment what alignment it has on impact so that the fragmentation direction is correct ? I don't think the alignment correction option is for this
What we somehow need is for the fragmentation to start at the impact point wherever that may be
Bloody hell know i know why they call it Thinking Particles !! It should carry a health warning " Whilst contemplating TP do not drive, operate heavy machinery of attempt neuro surgery"
