Why does spawn affect PhysX behaviour, when PhysX is deactivated?
#7
(08-02-2023, 08:30 PM)d4rk3lf Wrote: Is this what you want?

In this file, a particle is being driven by PhysX, then spawn )at frame 15), and preserves the PhysX motion from previous one.

I've tested further: 
- I have set a float, which changes the material after spawn (in order to make them invisible).

Attached a new file!  (v1.024)

And got new question Wink
- Is it possible to reset the Particle Age within the same event? (I know it's possible to restart when it enters a new event)
I have searched also in the Script operator, but did not find "SetParticleAge..."
(never worked with "Script" before, but think I should look into it)

or

- Is it possible to increase a float not by ticks but by frames?
When I check increase, it is increasing based on ticks. So when I would change the Simulation step size, it would alter the value.
My aim is to build a "time test", which counts since the frame when an attribute has been defined.
(reason: this would come handy in some tricky situations when I want to keep particles within one event but treat differently)

Thanks...

   
   
   
   

.max   Set conditions based on float values Max2022.max (Size: 920 KB / Downloads: 179)
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Messages In This Thread
RE: - by Alexx31 - 08-02-2023, 06:14 PM
RE: Why does spawn affect PhysX behaviour, when PhysX is deactivated? - by Alexx31 - 08-03-2023, 09:08 PM

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