avoid objects or avoid collision how``
#1
[Image: 1.png]
come on guys all these post not one reply others get reply.
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#2
Flock operator have option to avoid geometric obstacles.
I used it once on Ty Actors, and if I remember correctly, it worked pretty well.
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#3
(03-19-2021, 10:43 PM)d4rk3lf Wrote: Flock operator have option to avoid geometric obstacles.
I used it once on Ty Actors, and if I remember correctly, it worked pretty well.

thank you.
do i add that to the current operator already on or separate and join
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#4
Your image is pretty blurry, and my eyes are getting old. Smile
The idea is to use flock to drive particles just like any other regular particles, and bellow it, a TyActor operator, and then  connect it to Actor animation operator of walking.
- Make sure to place TyActor icon on the bottom center of the foot, so you get proper pivot.
- Sometimes, if you use a forces with turbulence on Actors, you want to place slow operator with Z on 100% (so they don't fly around), or object bind op, so they stay sticked to the ground.

So, your flow should look something like this:
- Birth
- Position
- then couple of operators to drive particles however you want your actors to walk
- TyActor -------------------------------
                                                     ----Actor Animation (in new event).
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