test_run.mb (50.2 KB, 389 views)
Technical Director - Framestore
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5
16-07-2004
, 04:45 PM
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Join Date: Feb 2003
Location: Los Angeles
Alan,
Thanks for the help, but you seem to have left something out because it doesn't work the way I tried it.
"6.instance the small plane onto the particles."
this doesn't make sense because now my little objects are falling from the sky when they shouldn't appear until the hit the collision object. Shouldn't there be a collision event to kill the particles falling from the sky and spawn a new one?
To more easily view the normals, what I did was I instanced cones instead of planes. When they hit the collision object, they flip 180 degrees and then they slowly slide down the slope rather than staying put where they are.
I've attached my test file so you can see if I implemented your code incorrectly.
Thanks,
-dann
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normaltest.ma (64.6 KB, 334 views)
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6
16-07-2004
, 05:17 PM
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Join Date: Oct 2002
Location: London, UK
right you need to change the pointOnSurface plane to be the big deformed nurbs plane not the little one.
The cones still dont seem to align quite right but it's friday and I'm off for a beer!
As for stopping them, what you can do is set another attribute that is set to true once it has collided. Then you can set the velocity per particle to 0 and thus it should stop moving. If that doesnt work store the position per particle and manually set it's position to that.
And as for making them appear when another particle hits, if you have already got that working before (as you said above) you should be able to use what i have done here to make that apply in your one
Good luck and i'll check in on this on monday.
Alan
Technical Director - Framestore
Currently working on: Your Highness
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7
16-07-2004
, 05:52 PM
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Join Date: Feb 2003
Location: Los Angeles
Alan,
You truly kick ass!! I wish I had someone like you at my company. You got me 98% of the way there, and I just had to clean up a few things to get it working.
To get the cones to stop setting velocity and acceleration to 0 didn't help, but setting the mass to 0 did the trick.
You were also right that the alignment wasn't quite right, but by setting your "normal" attribute to AimWorldUp rather than AimAxis, the alignment looks spot on.
Thanks again,
-dann
p.s. It wasn't that I had little faith, but figured with something this tough I was going to have to throw down the gauntlet if I had hopes someone would respond.
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normaltest2.ma (66.2 KB, 344 views)
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8
16-07-2004
, 09:32 PM
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Join Date: Oct 2002
Location: London, UK
It's what we're here for
Technical Director - Framestore
Currently working on: Your Highness
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9
19-07-2004
, 08:29 AM
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Join Date: Oct 2002
Location: London, UK
I was thinking about this, ther eis another way you could do this which might work better.
Create a function that will make a small plane (as a collision event) then you could orientate the planes using a normal constraint. Just a thought.
Alan
Technical Director - Framestore
Currently working on: Your Highness
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10
19-07-2004
, 12:52 PM
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Join Date: Oct 2002
Location: London, UK
take a look at this one. it works a bit better and the planes dont move after they hit the ground plane.
EDIT
Actually add a geometry constraint on the end of the expression and it will stick to the geometry if it deforms or moves etc. That way you could have it on water or whatever you wanted
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new_version.mb (51.4 KB, 382 views)
Technical Director - Framestore
Currently working on: Your Highness
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