two events react to eachother
#1
Hello guys

Please advice....

I thought this was rather a simple question, I posted on the FB group but still no luck.

I have two events but they are not connected...

1 EVENT:  With a wall which has being fractured with vorononia. 

2 EVENT: In this event i have a tyICon where i shoot particles out of towards the wall. 

How in earth do i make the shooting particles interact with the wall event?? 

People has mentioned maybe sim groups? Not sure how that is setup?

My workaround would be to export the shooting particles as OBJ and then use a them in a collision or physx collison, but there must be a way to have the particles to react to each other...

Basically i want the wall to fracture in pieces wherever the shooting particles hits the wall..

Thanks
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#2
If ypu use Physx, they will react automatically. Just make sure you have PhysX shape in both event.
As for further fracturing, when balls hit the wall, it's a little bit more tricky, bu this tutorial is great:
https://www.youtube.com/watch?v=U6pMAa2vckw
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#3
(07-07-2020, 09:50 AM)d4rk3lf Wrote: If ypu use Physx, they will react automatically. Just make sure  you have PhysX shape in both event.
As for further fracturing, when balls hit the wall, it's a little bit more tricky, bu this tutorial is great:
https://www.youtube.com/watch?v=U6pMAa2vckw

Thanks. 

I will look into it for sure.

Thanks
  Reply
#4
(07-07-2020, 10:35 AM)hrohibil Wrote:
(07-07-2020, 09:50 AM)d4rk3lf Wrote: If ypu use Physx, they will react automatically. Just make sure  you have PhysX shape in both event.
As for further fracturing, when balls hit the wall, it's a little bit more tricky, bu this tutorial is great:
https://www.youtube.com/watch?v=U6pMAa2vckw

Thanks. 

I will look into it for sure.

Thanks

Just looked at the video. Thanks
But that did not provide me any info on my goal?
Again if i could use Surface test, collision or similar like in the video it would be awesome, but as mine is not scene geometry but particles from an event i can´t use any of the test conditions...
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#5
Ok.
Check out my third post in this thread:
http://forum.tyflow.com/thread-1416.html
  Reply
#6
(07-07-2020, 06:34 PM)d4rk3lf Wrote: Ok.
Check out my third post in this thread:
http://forum.tyflow.com/thread-1416.html

Hujaaa.

You are genius. Thank you.

It worked... Funny thing was that looking at my setup, it looked much the same as yours, I was totally focusing on the property Test...
How come not to many on the FB forum knows about this workaround?

So this way using the MESH operator you can fool tyFLow to see it as fake "geo".. It can be used in other situations as well...

Br Hamid
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#7
(07-07-2020, 07:15 PM)hrohibil Wrote: How come not to many on the FB forum knows about this workaround?
So this way using the MESH operator you can fool tyFLow to see it as fake "geo".. It can be used in other situations as well...

Br Hamid

To tell you the truth, I have no idea why so many people don't know, and uses that.  Smile
I've told about that trick million times, both here, and on Facebook. 

And yes, it can be used for so much things, and I use it pretty often. 

Maybe some of them found even simpler ways to use groups, neighbors etc, and all that stuff is still hazy to me. 
Anyways, glad it worked.  Smile
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#8
Another issue I am facing now is when I switch my wall out with a moving obj like a car then when Voronio fracture enabled there is no movement it just static geo but it gets breaked correctly. Only when I move the Voronio fracture over to the PhysX event when surface test is met the it moves but when get hit it has an unnatural hold. It first stops then slowly breaks to pieces...
Any hints here??
Thanks again
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