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Match Orientation of Particles - 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: Match Orientation of Particles (/thread-4014.html) |
Match Orientation of Particles - Dave_GroundShatter - 12-13-2023 Hiya I'm using set and and find target to match the particles from one actor to another. I can never get the orientations to finalise correctly though. They come close but settle in the wrong orientation. I'm sure I must be missing something pretty obvious? Thanks RE: Match Orientation of Particles - tyFlow - 12-13-2023 Are you zeroing spin forces after they reach their target? RE: Match Orientation of Particles - Dave_GroundShatter - 12-15-2023 Heya I've set the example here to never quite reach their targets but you can see with the shins for example that they come to rest in the wrong orientation. This can be improved by setting the Interpolation to 1.0 on the Particle Alignment section, but then they will snap instantly on entering the event to the orientation as opposed to blending to it over time which is the requirement. RE: Match Orientation of Particles - tyFlow - 12-15-2023 Oh well you've made them PhysX particles...so PhysX will ultimately override all motion you assign. You need to deactivate them or set them to kinematic with a PhysX Switch once you want to precisely control their location. RE: Match Orientation of Particles - Dave_GroundShatter - 12-15-2023 Could you please explain to me how to either: A) Get their orientations to match up correctly whilst they are still PhysX particles. or B) Blend their orientations to the correct orientations of the particles they are following once they've been switched to kinematic. I've made attempted both and not achieved it yet. Thank you for any assistance RE: Match Orientation of Particles - Dave_GroundShatter - 12-18-2023 So for anyone else who might run into similar issues or have their own take on the way to approach this: B) I couldn't get this to work at all as once you switch from PhysX the Actor particles will snap to their hierarchy's and if you've not already lined up the orientations correctly you'll see this. A) I tracked with PhysX colliders on to get as close as I could and then tracked from that position again with the collider size minimised and positions/rotations locked. Eventually switching all particles together to Kinematic after correcting orientations to avoid any potentially snapping. |