Still can't get my head around groups, neighbors, export (A,B,C...).. etc
Simple problem and question:
There is a brick wall being squashed by a series of metal balls shooting.
It's all working, and I did it really simply with 2 events, (one is brickwall, the other shoots balls), and both, of course, contains PhySX shape.
Now, I want to control it a little better. I want brick wall to be static (PhysX kinematic), and when ball approaches (for example 30cm from the brickwall), to send closest bricks to the next event, where I will turn them dynamic.
That way, I could have huge control on parts of the brick wall affected by the distance of approaching wall.
So far, I solved this with PhysX Collision modifier (inter-particle collision), but don't really like it, because I want to make some bricks active, before ball collides with them (I want to give PhysX a little bit time to react, and not worry on substeps, and I want to manually control area of ball influence).
I've tried with property test, and neighbots, then adding group 1 to ball particles.
I've managed to make it work - but without PhysX.
First thing I noticed when adding a group, is that iz start to ignore (defaul) floor collision.
Then I added floor plane... so I made... Ball - group 1, BrickWall - group 02, Floor plane - group 03.
I turned in all PhysX shape all 3 groups - It won't react.
I am sure I am missing something really simple.
Simple problem and question:
There is a brick wall being squashed by a series of metal balls shooting.
It's all working, and I did it really simply with 2 events, (one is brickwall, the other shoots balls), and both, of course, contains PhySX shape.
Now, I want to control it a little better. I want brick wall to be static (PhysX kinematic), and when ball approaches (for example 30cm from the brickwall), to send closest bricks to the next event, where I will turn them dynamic.
That way, I could have huge control on parts of the brick wall affected by the distance of approaching wall.
So far, I solved this with PhysX Collision modifier (inter-particle collision), but don't really like it, because I want to make some bricks active, before ball collides with them (I want to give PhysX a little bit time to react, and not worry on substeps, and I want to manually control area of ball influence).
I've tried with property test, and neighbots, then adding group 1 to ball particles.
I've managed to make it work - but without PhysX.
First thing I noticed when adding a group, is that iz start to ignore (defaul) floor collision.
Then I added floor plane... so I made... Ball - group 1, BrickWall - group 02, Floor plane - group 03.
I turned in all PhysX shape all 3 groups - It won't react.
I am sure I am missing something really simple.