don't forget doubling up the cloud and looking up the simulated one to
add on top of it.
not pretty, fugly infact, but will spare you from a few headaches in
some cases.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Aloys Baillet wrote:
Hi Mathieu,
The sad reality is that any C++ operator will kill all XSI simulation.
The only way to add custom stuffs to the simulation is to use a
particle scripted event, where you can call a custom C++ command that
would do the work... It's not the most efficient way but at least you
don't need to re-implement everything!
Cheers,
Aloys
On 3/28/06, *Mathieu Leclaire* <mleclair(at)hybride.com
<mailto:mleclair(at)hybride.com>> wrote:
Hey everyone,
I'm doing some particles custom operators but there's one thing I
just don't quite understand. If I create and apply an operator on
particles, the operator will overwrite all other XSI forces and
emissionsâ it's as if the cloud was frozen when I apply the
operator which kind of makes sense since you might want full
control over your particles but that also means I need to code my
own forces and emissions to give the desired effect. I basically
feel like I'm redoing work that's already been done. Is there a
way to just like code a new force and apply it so that the
particles keep using other XSI forces already in the scene or do I
have no other choice but to recode all the basic forces I need and
add parameters to my operator to control them?
Mathieu Leclaire
R&D Programmer
Hybride Technologies
--
Aloys Baillet - XSI Technical Director
Character Dpt - Animal Logic
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