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Particle Instance Collision

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Stephen Grimm
Particle Instance Collision
on Sep 7, 2011 at 6:52:49 pm

Hi,
I'm doing a scene where i've instanced coins to nParticles flying out and hitting the floor. The floor is a plane with collision on. The coins hit nicely, but roll around based on the particle sphere, as opposed to the geometry of the coin.

Obviously, I'd like them to hit based on the geometry of the coin. It's got to be something simple I'm missing.

Thank you!


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Steve Sayer
Re: Particle Instance Collision
on Sep 7, 2011 at 8:30:51 pm

Unfortunately, no. Instancing causes geometry to piggyback on the movement of particles; it doesn't allow any geometry information to be sent to the particle. If you want the coins to behave realistically, you're going to have to go with a rigid body or nCloth solution.

-Steve


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Stephen Grimm
Re: Particle Instance Collision
on Sep 7, 2011 at 8:43:27 pm

I was afraid of that. I'll probably manually dup the object, then send it flying with some wind or something.

Thanks though.


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Steve Sayer
Re: Particle Instance Collision
on Sep 8, 2011 at 2:01:27 pm

No problem. Sorry I didn't have better news for you.

In general, a good strategy with rigid bodies or cloth objects is to create a low-res version of your object which animates, collides, etc. with dynamics. Then just make this version invisible and parent your high-res geo under it.

-Steve


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Stephen Grimm
Re: Particle Instance Collision
on Sep 9, 2011 at 6:57:36 pm

Nice workflow tip. I'm a bit rusty with Maya, coming from C4D.
Thanks a bunch.


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