Particles colliding while spawn and shrink

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  11 November 2012
Particles colliding while spawn and shrink

Hey guys, I have an animation where I'm showing particles being dropped into a chamber by an auger bit. The bit pushes particles into a chamber. In the chamber particles will be colliding with a whisk that rotates(thus like mixed food) and I wan't to spawn out the particles into smaller particles that collide with all the necessary parts. I have the scene setup now with 3dsmax 2013's M particles (PflowBox2) and particleflow collision modifiers on the appropriate parts.

• What I want to know is if it is possible to spawn a massfx world event into another brand new massfx world event?

•If I can't can I just spawn as particles but lose the 'MassFx' interaction?

Here's a thumbnail of what I have... https://www.box.com/s/oe19byzqb1d4veojs2i6
 
  11 November 2012
use a physx collision and test true for collision (that's a check box) then pipe the particles in a new event, make sure to copy or instance over the physx world and spawn more. Is that what you want?

here is the fastest and cheapest hack: (see attachments):
http://www.incendii.com/vault/_scene.mov
NOTE that the small spawned sphere still have the big sphere's physx collison shape, i just adjusted the interpenetration tolerance to be very high and forgiving to "fake" a second, smaller collision shape.
Attached Images
File Type: gif mixer.gif (81.9 KB, 6 views)
Attached Files
File Type: zip mixer.zip (46.5 KB, 5 views)

Last edited by PsychoSilence : 11 November 2012 at 03:23 PM.
 
  11 November 2012
Dead On

Thanks PsychoSilence!

I thought it was peculiar that you could send physX particles to another event and not needing shape node and or massfx shape node. But It works just fine, inheriting previous events' PhysX settings. I appreciate it.
 
  11 November 2012
It would be great if you could adjust the collision shape as you spawn to different particle shape sizes.
 
  11 November 2012
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