crowd arrow scene
#1
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Currently I'm totally fascinated by the crowd arrow scene provided in the sample scenes. 
Increasing the amount of actors to 500 and more seems to be absolutely no problem for tyflow. Stunning! 

But I have a some questions:

Is it possible to let the still living actors run over the dead actors?

The arrows seem to be still active ("deadly") when the have had a collision with an actor or with the ground. 
When the following actors collide with them they "die" too. Is there any way to avoid this?

Cheers!
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#2
I'd like to piggyback on that question and would like to know how you could have the momentum of the arrow actually affect the way the body drops? As it is now, the body just goes dead and drops in regards of the momentum of the running animation. But how would I have the force of the arrow affect the fall as well?
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#3
(04-24-2019, 10:35 AM)Laserschwert Wrote: I'd like to piggyback on that question and would like to know how you could have the momentum of the arrow actually affect the way the body drops? As it is now, the body just goes dead and drops in regards of the momentum of the running animation. But how would I have the force of the arrow affect the fall as well?

If there is a way to make the actor react to where the arraw hit them that will be great but I think you can cheat this by make and load a falling or hitting by an arrow animation first then go to drop dead event.
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#4
Oh, I'm not expecting Euphoria level of reaction here. Just that the body gets thrown a bit in the direction of the arrow as well. I guess it might work by having the body switch to ragdoll not on impact on the arrow, but shortly before (with a distance check, instead of a collision check), so that the motion of the arrow gets transferred to the ragdoll.
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#5
If you guys go into the "PhysX Shape" operator under the Arrow flow, you'll see the Dynamics tab where you can change the mass. That's it. It's already setup to be affected by the arrow mass. Currently it's 0.01, change it to something like 10 and see for yourself Smile
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#6
(04-24-2019, 11:47 AM)mazi710 Wrote: If you guys go into the "PhysX Shape" operator under the Arrow flow, you'll see the Dynamics tab where you can change the mass. That's it. It's already setup to be affected by the arrow mass. Currently it's 0.01, change it to something like 10 and see for yourself Smile

Ah, ok. I tried that too but with too low value.

So, my other questions are still without reply Big Grin


Cheers!
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#7
(04-24-2019, 12:59 PM)gizzer Wrote: So, my other questions are still without reply Big Grin


Cheers!

Well, can´t ry it now, but you probably can send out the "hit" arrows to a different event, give them a different particle group and then filter the collision->ragdoll event to only use the other particle groups for the test.
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