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avoid objects or avoid collision how`` - Printable Version

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avoid objects or avoid collision how`` - jeep101 - 03-19-2021

[Image: 1.png]
come on guys all these post not one reply others get reply.


RE: avoid objects or avoid collision how`` - d4rk3lf - 03-19-2021

Flock operator have option to avoid geometric obstacles.
I used it once on Ty Actors, and if I remember correctly, it worked pretty well.


RE: avoid objects or avoid collision how`` - jeep101 - 03-19-2021

(03-19-2021, 10:43 PM)d4rk3lf Wrote: Flock operator have option to avoid geometric obstacles.
I used it once on Ty Actors, and if I remember correctly, it worked pretty well.

thank you.
do i add that to the current operator already on or separate and join


RE: avoid objects or avoid collision how`` - d4rk3lf - 03-20-2021

Your image is pretty blurry, and my eyes are getting old. Smile
The idea is to use flock to drive particles just like any other regular particles, and bellow it, a TyActor operator, and then  connect it to Actor animation operator of walking.
- Make sure to place TyActor icon on the bottom center of the foot, so you get proper pivot.
- Sometimes, if you use a forces with turbulence on Actors, you want to place slow operator with Z on 100% (so they don't fly around), or object bind op, so they stay sticked to the ground.

So, your flow should look something like this:
- Birth
- Position
- then couple of operators to drive particles however you want your actors to walk
- TyActor -------------------------------
                                                     ----Actor Animation (in new event).