Hi!
I'm using Leaf Falling Motion node in conjunction with Bounce Off surface node with .01 on Bounce Factor
for the leaves to stop when they hit the ground, they collide and don't pass the ground,but they keep moving and rotating,
I'v managed to stop their Vel. multiplying it by 1 when they hit the ground but now I can't stop the rotation.
Hope someone can help.
Tks
Stopping Particles
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spurv
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Stopping Particles
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asche
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Re: Stopping Particles
why not set the velocity, rotation and whatever to 0 , based on an if (collision with surface) ?
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spurv
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Re: Stopping Particles
If I set Rotation to 0 they jump do 0 angle.
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origin
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Re: Stopping Particles
You can plug stick to surface after leaf motion, that will stop rotating particles.
You can also fade down Spin parameter of leaf motion to 0 when particles are near ground.
Or disable leaf motion when particle = hit ground surface.
I can attach a scene for you tomorrow if you want, with leafs falling down softly, aligned to surface, with rotation slowly coming down when near ground.
edit: attached a scene to study
You can also fade down Spin parameter of leaf motion to 0 when particles are near ground.
Or disable leaf motion when particle = hit ground surface.
I can attach a scene for you tomorrow if you want, with leafs falling down softly, aligned to surface, with rotation slowly coming down when near ground.
edit: attached a scene to study
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spurv
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Re: Stopping Particles
Thankyou origin, I will check this out.
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Leo
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Re: Stopping Particles
Assuming that you have no other nodes in the tree that update the orientationvalue, it sounds to me like the Leaf Falling Motion-Compound is the bad guy here.
And since you don't need the leaf falling motion anymore once the particles hit the ground there is an easy fix for your problem.
Just filter the execution per point by a distancecheck of some sort.
Something like in the attached image should do the trick.
And since you don't need the leaf falling motion anymore once the particles hit the ground there is an easy fix for your problem.
Just filter the execution per point by a distancecheck of some sort.
Something like in the attached image should do the trick.
You do not have the required permissions to view the files attached to this post.
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spurv
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Re: Stopping Particles
origin, I'v learned a lot with your scene
the Stick to Surface stopped my particles from spinning. And the Rescale with the FCurve!! Very nice!
Leo
That's a great idea I'll try that too.
the Stick to Surface stopped my particles from spinning. And the Rescale with the FCurve!! Very nice!
Leo
That's a great idea I'll try that too.
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Matic
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Re: Stopping Particles
This is also the kind of thing states are good for. You have two states here - falling and stuck to surface. Think of states as separate "ice nodes" you can switch between... in one state, the leaf sim executes every frame, and when a collision with your surface is detected (a conditional like the one illustrated above) then the switch to a second state is executed, which does nothing.
The nice thing about states is that they are easilly built on. For instance, you can introduce a third state, where the leaves are being blown along the ground, or where they age etc, and handle each part of your overall animation separately.
By the way, don't let the docs mislead you - you can use states without using the "state machine."
The nice thing about states is that they are easilly built on. For instance, you can introduce a third state, where the leaves are being blown along the ground, or where they age etc, and handle each part of your overall animation separately.
By the way, don't let the docs mislead you - you can use states without using the "state machine."
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spurv
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Re: Stopping Particles
Yesss off course, STATES. I have to try that!
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Splin
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Re: Stopping Particles
I wonder what would be the most efficient way to pile up leaves to themselves?
Riggid bodies are very slow.
Riggid bodies are very slow.