Object Bind - Snap to surface, with smooth transition? - Printable Version +- tyFlow Forum (https://forum.tyflow.com) +-- Forum: tyFlow Discussion (https://forum.tyflow.com/forum-1.html) +--- Forum: General Discussion (https://forum.tyflow.com/forum-2.html) +--- Thread: Object Bind - Snap to surface, with smooth transition? (/thread-3553.html) |
Object Bind - Snap to surface, with smooth transition? - ldotchopz - 03-08-2023 Currently i have particles snapping to the surface of some geo using surface test with distance. Once the particles get near enough they snap very quickly to the geo. Is there a way to make this a smooth transition? Thanks! RE: Object Bind - Snap to surface, with smooth transition? - tyFlow - 03-08-2023 Hmm, not really at the moment. I can think of a few potential workarounds...is your target geometry moving? RE: Object Bind - Snap to surface, with smooth transition? - ldotchopz - 03-08-2023 (03-08-2023, 02:39 PM)tyFlow Wrote: Hmm, not really at the moment. Yes it's slowly rotating. It is a miniture planet and a few hundred actors get scattered by a large god like character on to the planet being attraced by a find target. RE: Object Bind - Snap to surface, with smooth transition? - tyFlow - 03-08-2023 Hmm...moving object is going to be trickier. Why not just make the Find Target/Surface Test distance small enough so that when the snap occurs it's not perceptible? RE: Object Bind - Snap to surface, with smooth transition? - ldotchopz - 03-08-2023 (03-08-2023, 04:21 PM)tyFlow Wrote: Hmm...moving object is going to be trickier. Yeah there are workarounds, but sometimes with their speed, some get missed so i made the radius more so they get picked up. it's fine just wanted to know if there was a way to do it. i was messing around with custom properties but it's good to know i don't need to waste my time trying stuff. thanks! RE: Object Bind - Snap to surface, with smooth transition? - tyFlow - 03-08-2023 I figured it was something like that (larger test radius to avoid missing particles). When they're within range you could send them to a second Find Target event (using 'by time') to force them to move towards the surface without worrying about them overshooting. |