How to adjust the parameters of this demo?
#1
How to adjust the parameters of this demo?

 I want to achieve two goals: 

1、In current animation, about 20-30% of the balls can tumble out of the box,  I want to let more balls(about 80-90% of all balls) tumble out of the box.
2、After the balls fall to the ground, the distance of the balls movement is short,  I want to let the balls on the ground roll more far away.

particles animation video: 
.mp4   001.mp4 (Size: 9.28 MB / Downloads: 235)

[Image: attachment.php?aid=558]


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One more thing, do the operators need optimization?

1、Is "Position Icon" necessary here?

2、What is the difference between "Shape" and "PhysX Shape", is "Shape" necessary here?

[Image: attachment.php?aid=559]


Thanks in advance!

demo file: 
.max   box-particles.max (Size: 1.16 MB / Downloads: 252)


Attached Files Thumbnail(s)
       
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#2
I don't understand your first question....what issue are you having with pouring the balls and having them roll?

As for your second screenshot....you don't need the Position Icon in that case since Birth Voxels adjusts particle positions itself. You do need both shape operators. Shape defines which mesh each particle will get, and PhysX Shape defines the rigidbody hull that will be applied to the mesh for PhysX calculations.
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#3
(08-27-2019, 02:23 PM)tyFlow Wrote: I don't understand your first question....what issue are you having with pouring the balls and having them roll?

As for your second screenshot....you don't need the Position Icon in that case since Birth Voxels adjusts particle positions itself. You do need both shape operators. Shape defines which mesh each particle will get, and PhysX Shape defines the rigidbody hull that will be applied to the mesh for PhysX calculations.



I update the description, could you please see that again? I hope that's clear, sorry English is not my mother tongue.
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#4
I see. The movement of PhysX rigidbodies is all dependent on their PhysX properties. For example, by default they have a moderate amount of friction, restitution, etc. You'll need to modify these settings (in the PhysX Shape operator) to influence how far they roll, collide, etc.
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