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The place to talk about X-Particles and Cycles 4D
DBaker, May 28 in X-Particles Early Access
I have a dynamic bullet shattering through a thin part of an object, how do I get gravity and other modifiers to only affect those particles that have broken off?
Adding a Gravity Modifier, it affects the original object, which starts dropping off screen.
I imagine it’s a Change Group on hit, or position movement?
yes , you are on the right track, however it needs another emitter for this. You set an emitter for shatter which is necessary for dynamics, ok. But now you need to add another emitter to dynamics tag. Set all group speed to 0 and then in this new dynamics emitter ask for speed to change group to which you will limit gravity.
Ah, yes, that works a treat. It seems to have dulled the initial kick of speed of some of the particles, and a lot of the pieces are not respecting the solidity of the unbroken area (falling through) which may well be just a need to up the subframe steps and accuracy.
Many thanks Lothar!
I am most surely not getting the very basics, but how does wpEmitter.dynamics "take over" the existing particles from xpEmitter.shatter and not simply shoot out new particles?
Answer: Emission mode is set to "Controlled only"
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