I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y.
I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-.
I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane.
If anyone could help me or have any idea I would appreciate it!!!
Custom Normal Rotation
2691 1 1- JasonLeandro
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- matthias_k
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https://vimeo.com/17309337 [vimeo.com]
:-?
see around minute 26
Edit: sorry: 28:30++
By increasing particle size you can avoid overlapping ;-)
Attached is where to find hit time in the new school popobject
:-?
see around minute 26
Edit: sorry: 28:30++
By increasing particle size you can avoid overlapping ;-)
Attached is where to find hit time in the new school popobject
Edited by matthias_k - Jan. 15, 2018 15:01:38
English is not my native language, sorry in advance for any misunderstanding :-)
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