Re: Pdeflector - count collisions? by John Hammond on Sep 24, 2009 at 4:44:26 pm
Hi Adam, thanks for the response, I'll check it out.
Incase you were interested I am trying to simulate a Lorenzian Waterwheel - Random Chaos:
I basically need to 'fill a bucket' when the bucket passes under the central area, and let it slowly empty at all other times.
I didn't get anywhere with the TP approach (though I'll check out your link now).
Right now I'm trying out some Xpresso that says 'If bucket is between x -100 and x 100, then mass = 4, else mass = 3.
--I am using Dynamics for the waterwheel rig--
So far my waterwheel acts a little random but then settles. I want infinite randomness though! I could achieve the effect other ways I am sure, but I am interested in the Maths and would like to explore it with C4D.
Re: Pdeflector - count collisions? by Brian Jones on Sep 25, 2009 at 2:39:11 pm
outside of trying to remember values in the xpresso you could use a null in the scene and add 1 to it's Y position (for example) for every collision, just reads the null's Y position to get hit count. Subtract from it's Y position on a per frame basis for draining. Put a condition in to never let it get less than 0....
Re: Pdeflector - count collisions? by John Hammond on Sep 25, 2009 at 3:30:56 pm
Thanks for the help Brian,
I've been making some slow progress with this.
When you say "Subtract from it's Y position on a per frame basis for draining" ..I'm unsure about how to tell Xpresso that I want to repeat the subtraction each time a frame passes.. I can only get it do the operation once.