Crowds in tyflow, jump up on obstacles, rotation, etc
#2
The jumping would have to be triggered by an event or operator filtering particles that come in proximity with the wall. For the greatest amount of control, you'd want to use a Script operator, which has raycasting abilities and such. For each actor you'd cast rays forward until the rays hit a wall within a certain proximity...then particles are output to a jumping event or whatever.

Rotation smoothness can be handled with the Rotation operator interpolation setting. Lower that down and rotations will be interpolated over multiple frames...no more snapping.
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RE: Crowds in tyflow, jump up on obstacles, rotation, etc - by tyFlow - 03-14-2022, 01:08 AM

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