06-14-2019, 03:12 PM
Hey there,
just had a couple of minutes to download the latest build (16030) and look at the new demo scenes (its a bit like unboxing new toys....
Played around with the chainlink scene and was wondering how to get rid of the chain link gaps...(due to splitting the chain link into convex parts for the physx setup).
So naturally, first thing to come to mind was to clone, merge and weld these parts, skin the resulting mesh to the original chain links parts, add a turbosmooth on top and then add that skinned mesh to the tyActor node.
But now I can´t figure out how to separate that skinned mesh from the chain link parts.
I thought the "actor" would be the skinned mesh and the "rig" particles the chain link parts.
So in the flow the actor op would test true for rig particles and only send the chain link parts to the physx event.
But it seems the skinned mesh is also considered a rig particle and sent to the physx event, effectively messing everything up...
So...what am I not getting here about the "actor" and "rig" particles? Is it not that trivial after all and the only way to get "smooth" chain links would be to copy and collapse to poly a flow with smooth chain links and then tyParticleskin that to the original flow?
just had a couple of minutes to download the latest build (16030) and look at the new demo scenes (its a bit like unboxing new toys....
Played around with the chainlink scene and was wondering how to get rid of the chain link gaps...(due to splitting the chain link into convex parts for the physx setup).
So naturally, first thing to come to mind was to clone, merge and weld these parts, skin the resulting mesh to the original chain links parts, add a turbosmooth on top and then add that skinned mesh to the tyActor node.
But now I can´t figure out how to separate that skinned mesh from the chain link parts.
I thought the "actor" would be the skinned mesh and the "rig" particles the chain link parts.
So in the flow the actor op would test true for rig particles and only send the chain link parts to the physx event.
But it seems the skinned mesh is also considered a rig particle and sent to the physx event, effectively messing everything up...
So...what am I not getting here about the "actor" and "rig" particles? Is it not that trivial after all and the only way to get "smooth" chain links would be to copy and collapse to poly a flow with smooth chain links and then tyParticleskin that to the original flow?