01-27-2024, 11:04 PM
Hey...
I see a lot's of nodes, a lot's of strange stuff in your flow, but honestly, I like how it look so far... for the first test
That's great start bro, keep it up!
PhysX Collision operators in both events are totally unnecessary, because you are not using any PhysX simulation here (which you would trigger with PhysX Shape operator), and they achieve nothing. You can delete them, and (for the time being) forget about all the PhysX stuff for now (all operators that starts with PhysX)), you don't need them here.
Not operator, but similar as Max wind... you see... Tyflow has it's own wind... own wind icon... Tywind
Just create it somewhere in the scene, make it spherical, make it-s strength inversed (something like -0.1), add force operator in TyFlow, add that TyWind to it.. and that's it... they will be attracted to it.
(one note, thought... wind (or any force effects, tends to get faster and stronger over the time, so it's often wise to place slow operator in the same event (just by default worked nice for me in 90% cases).
I will quote this again, but not because you have redundant operators, but because you have them all messed around in placement.
You see.. in your screen video, I see that position object is waaaay bellow everything, and it should be right bellow birth operator.
Why is that?
Because, in this case it might not cause trouble for you, but in other cases, it will.
Operators (from Tyflow engine ) are read from top to down.
I always somehow try to maintain them in this position:
- Birth
- Position
- Shape
(then later I do, whatever I need to do).
Hope this helps bro.
Keep up the great work...
Let's make those ants run!
I see a lot's of nodes, a lot's of strange stuff in your flow, but honestly, I like how it look so far... for the first test
That's great start bro, keep it up!
Quote:Finally are there any nodes I'm using here that are redundant ?Yup.
PhysX Collision operators in both events are totally unnecessary, because you are not using any PhysX simulation here (which you would trigger with PhysX Shape operator), and they achieve nothing. You can delete them, and (for the time being) forget about all the PhysX stuff for now (all operators that starts with PhysX)), you don't need them here.
Quote: I am unfamiliar with the inversed spherical wind. Is this the standard Max wind with - values or a Tyflow operator?
Not operator, but similar as Max wind... you see... Tyflow has it's own wind... own wind icon... Tywind
Just create it somewhere in the scene, make it spherical, make it-s strength inversed (something like -0.1), add force operator in TyFlow, add that TyWind to it.. and that's it... they will be attracted to it.
(one note, thought... wind (or any force effects, tends to get faster and stronger over the time, so it's often wise to place slow operator in the same event (just by default worked nice for me in 90% cases).
Quote:Finally are there any nodes I'm using here that are redundant ?
I will quote this again, but not because you have redundant operators, but because you have them all messed around in placement.
You see.. in your screen video, I see that position object is waaaay bellow everything, and it should be right bellow birth operator.
Why is that?
Because, in this case it might not cause trouble for you, but in other cases, it will.
Operators (from Tyflow engine ) are read from top to down.
I always somehow try to maintain them in this position:
- Birth
- Position
- Shape
(then later I do, whatever I need to do).
Hope this helps bro.
Keep up the great work...
Let's make those ants run!