03-11-2020, 10:18 PM
Ok, great.
It's hard for me to tell from screenshot what exact behavior you want, but here is my thoughts:
- Try placing Voronoi above object bind operator. That way the fractures itself should be rotated, so you might not need speed operator to inherit their motion... not sure really... just a guess.
- It's actually logical why this work without switch operators, because, in first event, object bind is forcing PhysX shape to just follow it, and in the second event there is no object bind, so PhysX can behave freely. But keep in mind those switch operators, because they will come handy in future, for some different scenes.
Cheers
It's hard for me to tell from screenshot what exact behavior you want, but here is my thoughts:
- Try placing Voronoi above object bind operator. That way the fractures itself should be rotated, so you might not need speed operator to inherit their motion... not sure really... just a guess.
- It's actually logical why this work without switch operators, because, in first event, object bind is forcing PhysX shape to just follow it, and in the second event there is no object bind, so PhysX can behave freely. But keep in mind those switch operators, because they will come handy in future, for some different scenes.
Cheers
