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Collision Map problem
show user profile  tedchirvasiu
Hi!I got a problem with collison maps in Thinking Particles and i can't figure out what's going on :(
So,it works perfectly fine when i use a box as a colider but if the colider is a complex mesh like a head etc.,i get wierd results...Is there another way to create a Collision Map?Can i fix this problem?Please help me out :)
read 378 times
9/2/2010 6:32:11 PM (last edit: 9/2/2010 6:34:29 PM)
show user profile  9krausec
Um, try using a Udeflector and selecting your object as the actual collision map. This should will work for complex geometry TO DEFLECT. Post your scene up. Are you trying to get a trigger after the particles pass a certain point or are you trying to deflect? What are you specifically trying to do? The more information you provide the more accurate attempts can be made at finding a solution.
read 362 times
9/2/2010 6:58:30 PM (last edit: 9/2/2010 6:58:30 PM)
show user profile  tedchirvasiu
Yes,i'm trying to deflect(but i also tried without deflecting)...and yes,i used an UDeflector and what do you exacly mean by selecting my object as the actual map?And baisicly it is a biped head ripped off and transformed to an editable poly and then meshsmoothed...long story,but i also tried with another complex objects...and,uhm,how can i post pictures here?
I followed this tutorial:http://vimeo.com/9869062
For box worked fine but as i said,other objects won't
read 353 times
9/2/2010 7:11:50 PM (last edit: 9/2/2010 7:17:17 PM)
show user profile  Dr. Jim
Stupid question:
Does it use the actual mesh as the surface to test against? OR DOES IT use a volumetric bounding box as the surface?

read 341 times
9/2/2010 7:32:56 PM (last edit: 9/2/2010 7:32:56 PM)
show user profile  9krausec
Oh. Thinking particles (missed that). I have moderate experience with regular particles in the pf view, but not thinking. I wouldn't really know what is going on unless they both are similar to eachother. Good luck!
read 334 times
9/2/2010 7:53:01 PM (last edit: 9/2/2010 7:53:01 PM)
show user profile  tedchirvasiu
No,it uses the same mesh but at a larger scale.
read 333 times
9/2/2010 7:53:44 PM (last edit: 9/2/2010 7:53:44 PM)
show user profile  tedchirvasiu
Doesen't matter how i can achive that collision maps...I JUST WANT THEMMMMM :O
:)
read 323 times
9/2/2010 8:27:10 PM (last edit: 9/2/2010 8:27:10 PM)
show user profile  9krausec
What are the issues you are having? How are the particles acting? Maybe you should duplicate the mesh and make 2 collision maps to make sure the particles act with it.
read 314 times
9/2/2010 9:23:48 PM (last edit: 9/2/2010 9:23:48 PM)
show user profile  tedchirvasiu
I have the following issue:The alpha looks wierd,i mean that it doesen't have the shape of my impact object and it appears in a tottaly wrong place...hard to explain.
I tried...Doesen't make any change :(
read 306 times
9/2/2010 10:43:18 PM (last edit: 9/2/2010 10:43:18 PM)
show user profile  tedchirvasiu

read 285 times
9/3/2010 1:08:05 PM (last edit: 9/3/2010 1:13:05 PM)
show user profile  9krausec
Ok... I am kind of foggy on how the alpha has anything to do with the collision map not working properly (at this point anyways). I mean how is the alpha have anything to do with this posts issue? Not trying to be and ass, just curious because I may be missing something.

Cause when you say collision map I am thinking of actual geometry that triggers/interacts with the particle system (unless this is more like an actual map similar to the alpha).


read 261 times
9/4/2010 11:37:55 PM (last edit: 9/4/2010 11:37:55 PM)
show user profile  tedchirvasiu
well,i'm intrested about the result...So yes,the alpha map that it results(creates)
read 243 times
9/5/2010 7:48:06 PM (last edit: 9/5/2010 7:48:06 PM)
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