"Birth Shape" inherits materials and animations
#1
I have a more complex robot that needs to be converted into particles to do the broken animation. Because there are so many robot parts, there are many materials. Re-giving the robot (particle) material at this time becomes very cumbersome and complicated. I hope that "Birth Shape" can inherit the original object material. This way I don't need to re-engage the robot material.

There is another problem. The number of robot objects is very high. I need to inherit the motion of the original robot. Now I use the "Cloth Bind" and "Object Bind" nodes to bind to the original robot object, which makes my entire particle system just start. Become very card. I hope that "Birth Shape" can directly read the object animation. Thank you


Perhaps the "Birth Shape" inheritance object animation is very burdensome for the particle system, I hope this node has its own cache function. Avoid placing a large burden on the entire particle system
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#2
If you have complex animation like that, you need to use tyActors.
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#3
Ok. Thank you

Then the problem of inheriting the original object material can be increased?
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#4
I'll make a note about that, yes.
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#5
I have a small animation, just a rotating spherical item that is pre-cut with Rayfire bricks. I used birth shape, and eventually the parts will be affected by surface test and send into another event with physX shape for gravity, triggering the parts to fall naturally. I discovered the rotation animation disappeared by using birth shape. Is there a way to preserve the rotation?
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#6
Birth Shape does not retain any animation.

Please either use tyActors to inherit animation of your input objects, or a different setup like using Object Bind to bind particles to objects.
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#7
(06-16-2019, 11:56 PM)tyFlow Wrote: Birth Shape does not retain any animation.

Please either use tyActors to inherit animation of your input objects, or a different setup like using Object Bind to bind particles to objects.

Object Bind settles it. Thanks!
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#8
Thanks. I was able to do it but when the arm falls it does not inherent initial speed from a moving robot.  Anyway t odo it?
.max   physx.max (Size: 620 KB / Downloads: 127)
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