06-08-2022, 05:44 PM
Well the effect you're going for is "simple", but it takes some understanding of key concepts to get it working. For example, having a floating roof behave in a physically plausible way requires understanding of the difference between kinematic/dynamic bodies, bindings (constraints), collision events and triggers, etc. Complexity can easily spiral out of control as you add more and more conditions to the simulation, especially if you're still learning what all of these concepts mean and entail.
As for disabling collisions after a certain frame, you could send the particles to an event that doesn't contain that PhysX Collision operator (or trigger the explosion with a force, rather than a collider). Unlike the regular Collision operator, PhysX Collision works a bit different so it doesn't have the usual timing/filter rollouts.
As for alternative systems, you could certainly try Thinking Particles...but you'll have to wrangle all the same concepts, just using a different workflow.
As for disabling collisions after a certain frame, you could send the particles to an event that doesn't contain that PhysX Collision operator (or trigger the explosion with a force, rather than a collider). Unlike the regular Collision operator, PhysX Collision works a bit different so it doesn't have the usual timing/filter rollouts.
As for alternative systems, you could certainly try Thinking Particles...but you'll have to wrangle all the same concepts, just using a different workflow.