One of the tests I threw together to check a couple of things. Looks pretty neat.
Nice! Using collideWith or bullet?
@kwando said: Nice! Using collideWith or bullet?
Just using collideWith, with adjustable restitution and a couple modes for what to do when a collision happens. The test was actually for the size influencer… since all influencers allow you to set chains, I had to adjust how randomization works. It uses a minimum threshold now. Sooooo… lets say you set up the size influencer to do the following:
Start at 0.2f
Use an exponential curve ramping to 2f quickly
Then ending at 0.8f using an exponential curve thats slow to start, etc.
Turning randomization on and setting the minimum threshold to say, .75f, would give you:
- between 0.15f and 0.2f
- to somwehere between 1.75f to 2f
3 ending at somewhere between 0.6f to 0.8f
For each particle individually. This gets even more interesting since size can be set per axis.
Anyways… sorry for the long response to a simple question. Brain is kind of burried in it atm.
Thanks for the answer, and don’t be sorry for taking your time to explain how it works =)
Once it stabilizes if would be awesome to build a GUI tool for composing the FX =)
@kwando said: Thanks for the answer, and don't be sorry for taking your time to explain how it works =)Once it stabilizes if would be awesome to build a GUI tool for composing the FX =)
I realized that I was using a timer to decrease the number of particles for the smoke trails over time, which did not have the desired effect, so I removed it and added a couple more collision shapes. The restitution is still high, so it looks like flaming super balls, but it shows the randomization a bit better than before:
Oooh explosions =D and good looking ones.