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Old 02-22-2013, 08:03 AM   #1
Tomas Landberg
Huddinge, Sweden
Join Date: Sep 2004
Posts: 430
Custom nParticles collision mesh?


Is it possible to attach a custom collision mesh to an nParticle system? I'm currently trying to simulate shell casings getting ejected from a turret, and it looks very weird when the collisions don't cause the casings to rotate, but just to bounce and slide off of each other. Also, it looks quite odd if I just make them randomly rotate, since the rotation won't stop and they'll just continue spinning through the floor once they've hit it. Or perhaps its enough to set up a collision event which gives collided particles a random rotation?

Last edited by hellspawned : 02-22-2013 at 10:16 AM.
Old 02-22-2013, 10:17 AM   #2
Join Date: Dec 2003
Posts: 68
not sure if I understood your request but with nParticles you can only use the spherical in-built collisions. if you need geometry to collide you need to go the rigid body way with either bullet physics or maya native rigid bodys (which I would avoid because they are incredibly slow).

hope this helps.
Old 02-22-2013, 10:53 AM   #3
Tomas Landberg
Huddinge, Sweden
Join Date: Sep 2004
Posts: 430
Well, it helps to clear out that issue, and help me move on to more functional pastures

So, the question then becomes: How do I make a repeating rigid body spawner? Basically a particle emitter which emits rigid bodies.

Or is there a way to do this with particles? Some smart cheat that I haven't thought of, that creates a good enough result without having to use rigid bodies?
Old 02-22-2013, 10:53 AM   #4
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