Group particles and animate whole group
#2
The way I would do it is:
- Birth object (pick up the source )
- Object Bind (pick up the source, and that will drive spinning animation), select - lock to surface
- Voronoi
- PhysX shape
- PhysX Switch - kinematic (so it preserves the animation)
- PhysX Collision (pick up any collision object that you want your particles to activate and send into event where they are not bind to object)
.... So... above PhysX Collision lead to next event where you only have...
- Physx Switch - activate
- PhysX Shape (probably not needed, because PhysX Shape automatically transfer to next evet, but you might wanna change some settings)

In your setup, there's a few things you need to be aware of... mainly is Particle Bind and PhysX shape.
They don't work together.
Keep in mind there is a 2 ways to simulate rigid dynamics: PhysX, and Particle Physics.
Both solver have their own binding operator, switch operator, and others.

Particle force is simpler, and faster then Physx Shape, but it can't work on voronoi shapes, it only works as particle (sphere) that collides with each others, then can't use any other shapes.... it's ideal for sand simulation.

Hope this helps, and clear some of your dilemma.

Cheers. Smile
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Messages In This Thread
Group particles and animate whole group - by tymc - 03-10-2020, 03:19 PM
RE: Group particles and animate whole group - by d4rk3lf - 03-10-2020, 03:43 PM

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