Custom nParticles collision mesh?

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  02 February 2013
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 February 2013 at 10:16 AM.
  02 February 2013
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.
  02 February 2013
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?
  02 February 2013
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