If you want to iterate each time a particle is born, you better connect the born output to the iterator ‘on’ input. The way you’ve wired it now, it’s iterating more and more each time a particle is created by the born.
Thanks Hristo, this make the setup a lot faster.
I’ve got a problem and would love to hear from you how’d you approach it. I’ve got a bunch of particles (SetA) that look for other particles in other particle system (SetB) using psearch. Now, every particle in SetA finds for example 6 particles in SetB which are every time the same as they (particles from SetA) are emitted from the same point in space and particles from SetB are not moving in space. I wish that every new particle in SetA finds the same particles, but chooses only one of them, but in random manner and flies to that particle.
How to do that without script node (as this is the last thing that comes to my mind)?
make master particle for setA and remember found particles in setB? then pipe info from master to setA about found ones… ?
+1 4u works like charm
I did RDB simulation which is pretty much fine. but now I found I had to tweak some unwrap to correct my texture and it took me pretty long time to cache so I dont want to do cache again . as well as I had made Xmesh cache for that simulation … so What will be the pretty way to get new texture update as well as same simulation. I tried using camera map option but the issue is the image I used as for camera map doesnt stuck with the simulation… I mean new camera mapped image doesnot follow the simulation… I created camera map and shape material and select camera from which I want to project and used new updated image as shape material…
I’m using TP5 on 2014.
Somehow I can read TP cache only from the original pc with original account that cache happened.
I also asked this and still coune not find a good solution.
Could you share your setup?
one way to approach this, without creating a third particle group,is you tag group B with a integer in a datachannel or memory on birth. lets say “0”, to set a base value.
In the P-search DynSet you tag group B if they find A, with “1”. In the same Dynamic set you set up a condition on found particles or nearest particle, if particle B’s channel = 1 then skip. If you have TP5 you can access datachennel with the particle data helper node.
in the simplest term your just storing a variable “Find Me” per particle
Hello, i’ve been trying to use bullet physics rope and have been trying to use a TP JointBT to anchor my rope to an object but it seems to do absolutely nothing. I must be missing something, i’ve been looking at the official thinking particle videos like this one, the setup seems incredibly simple and i have emulated it but have found the anchors do nothing, i then tried this other one where he uses H Point3 to set the position which dose work so i thought i could get around using the joint by using a node instead of a hpoint 3 but when using a node when the object was keyframed to move instead of the rope following it, it create another rope every frame.
its easier if you attach your scene file:)
Woops forgot, sorry
Here it is, i use 2013 but i also saved a second version as 2012 just incase(though i don’t know if that will affect the TP).
And while i’m asking questions how would i go about attaching an object to one end and have it swing freely? i can think of maybe one possible way by converting it to a mesh then attaching it to a vertex but the rope doesn’t export to a animated mesh and secondly it seems incredibly crude and theres probably a far better way. Though i guess if i can get the joint thing working then i guess that would work.
EDIT: sorry didnt see your other post
so in your scene, you need to set the "Object "group to bullet mesh & to kinematic so bullet can make a joint between two shapes, while tracking the shape. You also need to set the fixed end of the rope group to false.
A rope properties Fixed Start/End booleans will allow you to have swing ends.
Whenever you want to place a anchor joint on a rope the most important thing is setting the correct knot ID (vertext ID of the spline).
I made a quick sample scene showing a rope from a spline and ropes from particles.
Cool, thanks Alex!
Awesome it works, thanks! Is there a way to make it more stiffer ? also is there a way to make objects that collide with the rope more accurate? It affects the rope but usually the rope goes through it. i tried changing the subsamples and also the physics iterations but they didn’t make any difference.
am trying to simulate some crowds using TP
am not sure its a good solution for the big number of agents but still in researching
the problem i got now that i have a characters with cached animation xml files
tp need to read the animation from a pibed or bones system otherwise i have to use object to particles generator
the first option is not possible as i get the animation from maya
and second option dosen’t creat more than one instance
can i get some ideas or some directions for more professional settings
thanks in advance
Try spawning particles like you normally would, and then use the Shape->GeomInstance(I think it’s called that) to apply the animated mesh to the particles. You might get lucky
@zpanzer : this is the logic scenario but when my mesh is animated from a cache file (( xml )) tp will not read the act
it still need a pibed or bone system to translate the movement
Yeah okay, my method would’ve required the animation to be cached to the mesh instead of the rig. My bad
No worries dude, hope things are going good back home for you!
GeoInstance node can read biped animation, you need to set up animation states in the geoistance node. Select “Character Animation” or “animation tree” in the offset keying dropdown list.