View Full Version : fx linker/particle emitter/collision detection
durden
06-19-2003, 09:17 AM
Hello all, I am setting up a scene where these pills are flying out of the particle fx emitter. The main problem I am having is getting the collision detection to work, under the particle fx browser emitter settings I set the interaction values to bounce but when I hit start on either the fx start or start on the particle fx browser the objects still go through each other and don't bounce off each other??? please help. thanx for your time.
HowardM
06-19-2003, 11:33 AM
Do they bounce on the floor? if not turn on NoShift in the Collision panel....
you cant use PFX to make the pill objects bounce off each other, well not realistically...unless you use Motion Designer...and that could become hell if youre not use to MD!
:)
Now you can make particles bounce or push or drag using the Interaction tab...is that whats not working?
Try tweaking the Force and Viscosity.
good luck!
durden
06-20-2003, 08:29 AM
yeah I can't get the interaction to work bounce or push....you were saying it is impossible to get them to interact without MD that would stink. I just want them to bounce off each other while they fly out of the emitter, maybe its the force and viscosity????
HowardM
06-20-2003, 05:03 PM
no no, you can use PFX and MD..im saying if youre just using PFX, and want particles to push off each other then yes Interaction tab and force/viscosity...plus dont forget you NEED to use FXSTART!
:)
durden
06-20-2003, 05:12 PM
thanx that clarifies it for me I will give it a shot and see what happens thanx again
marcopolio
09-02-2003, 03:07 PM
I have a particle system set up and am having the same problem. the particles are still occupying the same space. I dont need them to move or even interact all that much, but they just cant exist on top of eachother. I am making a crowd scene full of people. Is there any pre-set, or settings I can use to make sure they never overlap?
-A
BTW - I tried making a collision object that was attached to the figure before applying FX linker. This - in a scene with over 2 mil polys and 150 particles.. is enough to effectively kill everything.
jeremyhardin
09-03-2003, 01:28 PM
in the emmiter options, under the particle tab, change the size from 0.
then click "show particle size" on the bottom. this will show you the basic collision area. make it bigger than your linker object.
and then, of course, we can't forget fx-start. also, before you render, you'll have to go to the "File" tab on your particle properties after you run FX-start, and save your motion. otherwise it won't render.
i did it with some pills.
jeremyhardin
09-03-2003, 01:28 PM
here's the scene file for the pills.
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.