1. Create a lagoa simulation with more than one collision object.
2. Disconnect one object (from collision input).
3. Particles now will not collide with any objects.
Reconnecting disconnected object does not reactivate collisions, permanently broken.
Could someone please confirm?
Lagoa is turning out to be unusable.
Disconnect one collision object breaks remaining objects
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frosty3907
- Posts: 23
- Joined: 18 Oct 2012, 08:41
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frosty3907
- Posts: 23
- Joined: 18 Oct 2012, 08:41
Re: Disconnect one collision object breaks remaining objects
Example scene:
edit: Scene will not work if run from script editor since it doesn't input collision object for some reason.
Press play, will work fine. Select point cloud and go to ICE tree, disconnect cube1 (or cube) from collision objects, particles now collide with no object.
edit: Scene will not work if run from script editor since it doesn't input collision object for some reason.
Press play, will work fine. Select point cloud and go to ICE tree, disconnect cube1 (or cube) from collision objects, particles now collide with no object.
Code: Select all
CreatePrim "Cylinder", "MeshSurface"
SetValue "cylinder.cylinder.height", 1.258
Translate , 0, 3.73251011506245, 0, siRelative, siLocal, siObj, siXYZ, , , , , , , , , , 0
CreatePrim "Cube", "MeshSurface"
SetValue "cube.cube.length", 1.582
Translate , 0, 1.88811154240294, 0, siRelative, siLocal, siObj, siXYZ, , , , , , , , , , 0
Duplicate "cube", , 2, 1, 1, 0, 0, 1, 0, 1, , , , , , , , , , , 0
Translate , 0, -2.57133140684129, 0, siRelative, siLocal, siObj, siXYZ, , , , , , , , , , 0
Scale , 4.43554581268144, 1, 4.43554581268144, siRelative, siLocal, siObj, siXYZ, , , , , , , , 0
SelectObj "cylinder", , True
ICEFLowCommonTools
ICEFlow_CreateParticlesFromPreset "Lagoa Setup Basic Emission", "Execute", "Emitter In Name", "Passive Body In Name", True, , False
SelectObj "cube1"
AddICENode "GetDataNode", "Basic_Emission_PointCloud.pointcloud.ICETree"
SetValue "Basic_Emission_PointCloud.pointcloud.ICETree.SceneReferenceNode[2].reference", "cube1"
AddPortToICENode "Basic_Emission_PointCloud.pointcloud.ICETree.Lagoa_Simulate_Multiphysics.Passive_Body_In_Name", siNodePortDataInsertionLocationAfter
ConnectICENodes "Basic_Emission_PointCloud.pointcloud.ICETree.Lagoa_Simulate_Multiphysics.Passive_Body_In_Name1", "Basic_Emission_PointCloud.pointcloud.ICETree.SceneReferenceNode[2].outname"
Last edited by frosty3907 on 02 May 2013, 05:26, edited 2 times in total.
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frosty3907
- Posts: 23
- Joined: 18 Oct 2012, 08:41
Re: Disconnect one collision object breaks remaining objects
Correction: reconnecting the collision object (or any object to the empty port) gets it working again.
Is there a way to remove unused ports?
Is there a way to remove unused ports?
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grahamef
- Posts: 281
- Joined: 23 Jun 2009, 19:01
Re: Disconnect one collision object breaks remaining objects
Right-click on the port, and choose Delete Port.frosty3907 wrote:Is there a way to remove unused ports?