11-17-2021, 05:40 PM
It's a good idea but being able to manage that in a UI layout that isn't really confusing would be difficult. Imagine a scenario where I have 5 different properties and each one has a different radius and avoidance speed, and maybe some of them I only want to activate on certain frame ranges, etc...allowing arbitrary flocking property setups like that would quickly explode the UI and 99.999% of people would never use it anyways. So long story short, for that kind of advanced behavior I would recommend the Script operator....it has built-in methods to get particle neighbors and from there adding velocities to particles based on neighbor proximity is very simple (and that's all the Flock operator does internally).