Dead Object feature
#1
Hello,

Is there any way to add Dead Object Feature or any method, like Rayfire.
Example, consider a standing round vertical pillar fractured already. I have placed some Pbombs at various places. 
I want the bombs to explode at different time with only that part affecting and somebits sticked to it like dead object and only revive with certain speed.
The problem I face here in tyflow if either the objects have to be dynamic or static. Is there way to make it inactive until the Force/Bombs etc.

It was very easy in Thinking Particles or Rayfire. But not able to replicate such effect. 

Can someone make simple file for it? With multiple bombs for a vertical object and not the ground floor.

Thank you very much.

Raj
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#2
Rigidbody sleep used to be implemented in tyFlow but PhysX implementation of it has weird quirks (that the PhysX devs have acknowledged) which can cause more problems than they're worth.

For now you can manually switch between kinematic/dynamic using filters on operators whose timing is set to continuous. Below a certain velocity magnitude put the objects to kinematic (you may also want to dampen/stop their motion using Slow/Stop operators with the same filters applied) and above a certain magnitude convert back to dynamic. Won't work exactly like sleeping (they'll wake up from tyFlow forces but not PhysX inter-particle collision forces), but may be enough to suit your situation.
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#3
(08-19-2025, 02:28 PM)tyFlow Wrote: Rigidbody sleep used to be implemented in tyFlow but PhysX implementation of it has weird quirks (that the PhysX devs have acknowledged) which can cause more problems than they're worth.

For now you can manually switch between kinematic/dynamic using filters on operators whose timing is set to continuous. Below a certain velocity magnitude put the objects to kinematic (you may also want to dampen/stop their motion using Slow/Stop operators with the same filters applied) and above a certain magnitude convert back to dynamic. Won't work exactly like sleeping (they'll wake up from tyFlow forces but not PhysX inter-particle collision forces), but may be enough to suit your situation.

Can you please share a 3ds max file with the simple setup? Can we use multiple PBombs at multiple locations?
Thank you.
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