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dominicqwek
04-25-2003, 12:40 PM
I've got a problem. Super Spray's Spin control isn't extensive enough. What im trying to achieve are fragments of rock chipping off from a wall caused by heavy bullet shots. Because super spray does not allow per particle spin control, my fragments continue to spin even when they hit the ground. I've got a udeflector for the ground with its friction set to 100% so that the fragments lock down (as if how it would be like in the real world). BUT my fragments still continue to spin due to super spray's spin controls...

I've thought abt it. Why not set the spin time for super spray to 0 and have another object cause the spin for the particles But i cant figure out what to use...

Hope someone can enlighten me on this. Tks :D

CapnPanic
04-25-2003, 03:48 PM
although i havn't tried it, my guess would be to try something along the lines of using a parray to fragment your wall geometry, which would be 'exploded' by a pbomb spacewarp. this way you can then convert the chunks and their animation to real geometry with keyframes (snapshot tool i think (it's been a long time since i've tried this)), and then simply delete all the keyframes after each chunk hits the ground. although if you have a large number of chunks or wall explosions, then this would probably be more trouble then its worth :\

on a side note, converting the exploding bits to geometry can then in turn be used to make the exploded chunks emit more particles... so u can get trails of smoke etc from the chunks. perhaps something along the lines of emit-on-collision could be used to get non-spinning chunks on the floor

or yet another idea would be to use dynamics simulation (reactor) on the particle chunks-turned-geometry so they bounce a bit and then lay still, although i've never tried this so i couldn't be of help anymore then just the idea.

dominicqwek
04-28-2003, 09:02 AM
snapshot only makes a static mesh copy of your particles, even if it did, i dont think snapshot would break down the particles to each individual level...

My current setup does not include chunks of the wall chipping off...its just falling rocks using superspray.

Suggestions guys?

Btw Capn Panic., tks for the help. i really appreciate it. Cheers.

Transform Gizmo
04-28-2003, 10:06 AM
hmmm, unless im misunderstanding the problem one thing you could try is to go to the frame where your particles hit the ground and animate the spin time being set to zero.

dominicqwek
04-28-2003, 07:42 PM
transform gizmo, unfortunately i have my emitter moving along xy axis, with particles emitted over time. If i set my spin time to 0 at a certain frame, it means that the particles tht drop after that dont rotate on their descent( imagine rocks that fall but dont rotate..)

I've settled with the rocks falling at a certain phase, and my spin time is 0. i used a pdynaflect to cause the bounce n a lil illusion of the rocks spinning as they go.

Its this lil things that i are so difficult to achieve at times. lol

well if anyone out there would care to enlighten, my ears are wide open. :buttrock:

magicm
04-28-2003, 11:48 PM
Dom,

For large chunks of rocks it's probably better to use reactor.

Particle collisions are not calculated based on volumes (below is an image to illustrate this).. for small particles this isn't a problem, but it gets obvious with larger pieces.. Also, particles don't produce accurate spinning of colliding/rolling objects.


good luck ;)

marcusss
04-29-2003, 07:12 AM
hi there

why not use a mesher compound object?? This converts particles to geometry. You can then delete rotation information to your liking.

I believe that's what was meant by suggesting snapshot.

Mark'huss

dominicqwek
04-30-2003, 08:23 AM
Tks magicm, im pretty aware of that. unfortunately, i've got a tight deadline to meet and well, im not really familiar with reactor. I do intend to learn it tho. Tks for the advice! :D

marcuss, i've done that. only thing is i have a LOT of rocks falling. and more imptly, they do so over time, plus the emitter is moving. mesher is only good if u have a minimal amt of particles. i used mesher to get rid of the "disobedient" particles, but going down to each individual particles would be madness, at least for me! :surprised

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