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View Full Version : Exploding with PArray & PBomb


Cryptite
09-20-2003, 06:35 PM
Ok, I've been blowing things up with PArray and PBomb for awhile, but when it comes to making the object fragments hit a plane, for example, realistically i have trouble. I have a box exploding, and I have the two forces linked to a gravity and deflector thingie. I can either set the rotation to 0 and have the objects stay the same way the whole flight path until they stop, or I can turn on the rotation to 90. The problem with the latter, as you and I all know, is that once they've hit the ground and stopped moving, they still rotate around and writhe on the ground strangely. So my question to you is, without using Reactor, how can I make the object fragments rotate and fly through the air, yet hit the plane realistically and stop rotating etc. when they stop sliding across the plane.

Daz
09-21-2003, 03:58 AM
i got the same problem, i'm only posting this so i can find it again

zukezuko
09-22-2003, 11:25 AM
hey guys
i was in the situation
the thing is that without dynamics as reactor or default max dynamics
it can't be done.

the best way is to animate them youself(the hardest one)

PArray is a cheap thing, cant do much wih it.....

PokeChop
09-22-2003, 05:27 PM
HI Cryptite. Okay here is what I did for this situation I encountered like you are discussing whenb I had to do a parray with a couple of object particles.

I did everything like you mentioned but when the object hits the ground and is supposed to stop and lay still I just took a snapshot on the parray object particle and told the parray invisability to goto 0 on that frame and the snapshot object to go from 0 to 1 on that frame. Then, I took the snapshot frame and hand animated that object just a little on the ground. Now the snapshot object lays on the ground nice and still because it is just another object to be animated.

The nice thing is, when you snapshot and object it lines up perfectly with the parray particle object at the particular frame you want to start the hand/manual animation and you don't have to manually animate anything before that.

Now granted if you have an object exploding into millions of pieces this will not work too great, but if you have a couple of pieces, this would work.

Hope this sheds some light...

Cryptite
09-22-2003, 09:09 PM
Ah, that's an interesting way of attacking the problem. I'll have to try that. Usually when I resort to PArray, I do have around 30 to 50 fragments :(

zukezuko: I was afraid that was the case... Oh well. :( Maybe Max 6 will have some more advanced particle systems capable of handling this...?:shrug:

BxHBxH
09-23-2003, 02:09 AM
Just to add another idea to the pool... what I've been thinking of doing lately is using PFlow rather than the old particle system. This way you can create an event that says essentially: On collision set rotation to 0. That way particles will spin as they fly through the air, then stop as soon as they hit something. If you have access to PFlow give it a go... should work.

-brian

Cryptite
09-23-2003, 02:43 AM
The only possible problem i see with that is that the object might look silly if it completely stopped rotating when it hit the ground... If hit had at certain angles, it would look very odd if it bounced and didn't spin around... :hmm:

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