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The scene-file I posted (missing the particle-system,
its just a file to have a look at the complexity and
stupidity of the setup for my system :-) results in
this animation. Not much, but wanted to post something
after a long absence. I hope I'll finish the system pretty
soon...
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
Post a reply to this message
Attachments:
Download 'partix.mpg' (119 KB)
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It's really cool.
What is happening to the particles? Are they shrinking? Falling through the
floor? Last time I tried this I couldn't stop stationary particles from
falling through the floor.
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They're shrinking, to avoid sudden disappearance.
Also, my System doesn't use File I/O, and everything
is precalculated for each frame (thus long parsing
times), but the effect is that practically no particle
can fall through the custom bounding box (a
stationary box, no rotation possible, and its the
only object the particles may interact with).
So, as mentioned in older threads, the system does
have some features other I/O-System might not
have (especially running time backwards...), but isn't
as versatile (though I put a lot of effort to make
that less noticeable).
Have you noticed the example-scene (without the
system, its not properly finished yet) in binaries-scene-files?
There you can see just how complicated the system
is...
;-)
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> It's really cool.
>
> What is happening to the particles? Are they shrinking? Falling through
the
> floor? Last time I tried this I couldn't stop stationary particles from
> falling through the floor.
>
>
Post a reply to this message
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How did you calculate the dynamics? Are you solving the equations of
motion?
Jim
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Yup, solving those equations alright. Using loops
to calculate rebounces, for all six sides of the
box... Not very simple stuff, and not very easy to
calculate as well (need to take care that you don't
try to get a root from a negative number), and since
nothing is saved for the next frame, there's a lot of
calculation going on every time...
Those were the times when I had no clue how to
implement I/O, now I've already got some simple
macros to do that quick and fast (look on my
homepage)...
Regards,
tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> How did you calculate the dynamics? Are you solving the equations of
> motion?
>
> Jim
>
>
Post a reply to this message
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