Objects colliding Incorrectly...
#2
They fall down, because PhysX solver by default have enabled gravity (and ground plane). so when particles enter your second event, the default gravity pulls them down.
You can disable that by grabbing main tyflow object, go to modify panel, and under PhysX rollout disable gravity.

For this kind of simulation (metal bending) you should enable in PhysX Bind operator a "bind deformation" option, so binds doesn't try to retain their original position, but allow to stay in bend position.

Other then above points, your setup looks correct, although I would personally first brake the spheres and keep the physx setup in first event, and then just activate it in second event... that way non activated PhysX particle will push your activated particles, and I think that's more like in reality.

Attaching you a quick setup, I did that is hopefully something you want.
Note 1: If you dislike how they are braking into fragments, hide TyFlow, and unhide skinned spheres, and you will get more like a car crashing type of mesh (bending metal, not braking too much).
Note 2: not sure why would you need a wall, but I placed it anyway. The spheres can collide in this setup with themselves just fine. Disable PhysX collisio operator if you want that.


Attached Files
.max   Spheres_collide_PhysX.max (Size: 864 KB / Downloads: 6)
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RE: Objects colliding Incorrectly... - by d4rk3lf - 08-09-2025, 03:10 PM

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