Spawning particles of a different type
#7
(05-29-2023, 02:31 PM)d4rk3lf Wrote:
(05-29-2023, 02:19 PM)wbk Wrote: Ah ok - so I think what I am missing is that it is intended that 'I should be' using different flows for different 'types' of particles.  So in my example of particle cars leaving behind trails of smoke.  Is that the cars should be one flow, and the smoke another flow referencing the car flow with the birth flow operator.

Not necessarily. 
I just mentioned it as another approach that might be handy for some stuff. 
You can have all in one flow... cars with physX sims, then just add spawn operator, and in the next event add PhysX Switch set to disable, add another shape operator set to whatever shape you want, make their scale however you want... add wind if you want.. graviry.. etc... 
Don't forget to check in spawn operator that they should be spawned on particle mesh, rather then pivot (if you want that). 
Also, don't forget that play with inheritance in spawn operator.. it's on 100% by default.. reduce it if you want. 

The Birth Flow/Flow update approach might be handy for this, only because you wouldn't have to re-simulate cars PhysX each time you change something in the second event. 

I am not sure why but the text of your last message comes up super tiny but still helpful when magnified!  I am working on a lot of script logic and custom properties with this, so I think the multiple flow option is probably the best in my case then.

Oh but when I use a birth flow it takes either none or all the custom properties. Which is a bit annoying if I only want say the target from the previous flow but not the rest of the custom properties (of which I have quite a few states).
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Messages In This Thread
Spawning particles of a different type - by wbk - 05-28-2023, 05:58 PM
RE: Spawning particles of a different type - by wbk - 05-29-2023, 03:43 PM

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