View Full Version : Particles: Instanced Geometry
Invizable 05-02-2003, 08:51 AM Im currently working on a special fx assignment at CGC. and have a problem that i would have thought would be easy to fix. I seem to be wrong. I have a super-spray shooting out instanced geometry of a used shell. I have applied gravity to the super-spray, and have a deflector at the floor level. When the shells come to a wrest on the floor, they are passing through it. Only the pivit point, which is at the end of the shell, will hold above the floor. Does anyone know if i can get a bounding box around the instanced geometry, or have any ideas? Id really appreciate any help.
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magicm
05-02-2003, 10:54 AM
Invizable,
this recent thread might help you out:
http://www.cgtalk.com/showthread.php?s=&threadid=58280
BrandonD
05-02-2003, 04:42 PM
In a nutshell, it's not a rigid body simulation. Particles have no size - they are just points in 3d space. This is how it is in every package, so it's not a MAX thing. If you're looking THAT close at your casings then you really should do a Reactor RBD sim. However, in many cases, if your shot is from a distance the current method is fine. If you have a more advanced particle tool like Thinking Particles or Particle Studio, you can usually set the rotation of the particles based on the collision so that they don't penetrate so blatantly.
Invizable
05-04-2003, 12:49 AM
Thanks for your help guys. It seems reactor would do the job, but with so many bullet shells i think it would take longer than its worth. I can stop them from spinning around the y - axis, but it does look a bit strange =] I think ill just move the deflector collision out of the camera view.
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