to clarify my thread title: I do NOT want to make faces explode, that would be quite inhumane and you definitel shouldn´t help anybody with that.
What I DO want to do is the following:
Make several objects break up into polygons and then fly away (or play it and reverse and make the faces assemble the objects).
I found a script that detaches all faces into single objects.
But now I am having trouble getting it to work with pflow.
I tried to use the birth group operator. On one object it worked (text collapsed to poly and tesselated), on others it didn´t.
I used the same pflow on both objects, one the text object it worked fine, on the other object it just exploded. I checked the collision shape and while the collision shapes in the text object were all flat und thus not overlapping, in the other object I got a ton of overlapping boxes, which of course causes the simulation to explode.
I tried playing around with the penetration tolerance, but that didn´t help.
I also tried switching to custom shapes, but that didn´t work either, I always got a this error in the maxscript listener:
..\..\Cooking\src\ConvexMeshBuilder.cpp (53) : $unknown error : ..\..\Cooking\src\ConvexMeshBuilder.cpp
I also tried to use the mPswitch to simply turn off the simulation until the particles are triggered into the next event, but I couldn´t figure out how to do that:
If I tried using the mPcollision to trigger the next event, it didn´t workm since the simulation was turned off by the switch, if I tried using a find target op, it didn´t trigger anything.
I even tried using a normal deflector, but that didn´t work either…
Any idea what could be going on or what I could change?