hey Adam.. I ran into this very problem on a previous project and it anooyed me to no end, especially when getting in tight on a shot of the ground.
I seem to remember that the min max speed or velocities thats usually set to 0 and 100000 were the culprits..
As soon as a I brought the ranges within the actual speed as defined in the emission ppg, the collisions worked..
Also made sure to check off. Use size for collisions.
If that doesn't do the trick, lety me know, and I can dig back into that old scene and get the right settings for you..
I was attempting the very same rain type shot.
I thought that I would need a scripted particle event, but it turns out not to be the case.
Adam
----- Original Message -----
From: Adam Seeley <adam.seeley(at)clearpost.co.uk>
Date: Wednesday, April 5, 2006 6:15 am
Subject: RE: particle events - stick, emit & disappear on collision?
> In fact not too bad when friction is max, elasticity is 0 &
> iterations are at 100
>
> Not as good as stick, emit & die would be, but quite close.
>
> Adam.
>
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [owner-xsi(at)Softimage.COM]On Behalf
> Of Adam Seeley
> Sent: 05 April 2006 14:01
> To: XSI(at)Softimage.COM
> Subject: particle events - stick, emit & disappear on collision?
>
>
>
> Hi,
>
> Wondered if someone could help me stick a newly emitted particle
> to a surface.
> I have particle rain falling and hitting a grid floor obstacle.
> When the particles hit, I want them to Disappear & Emit a new
> static Particle Type on the surface.
>
> If I use Emit and Disappear, the new particle stays where the Rain
> particle was the frame before the Collision, ie. just above the
> surface.
> If I increase the Collision Accuracy (even a silly amount) it will
> improve a, but not a lot.
> If I use Y=0 as the event insted of a floor obstacle, then the new
> particle is born just underneath Y=0
>
> I tried to use two Events, one to stick to the surface then
> another to Emit & Disappear if the Speed=0, but the original
> particle just stuck.
>
> We have managed to create a small Particle Event Script to place
> the Rain Particle at 0, but haven't figured out how to emit the
> new particle with scripting yet.
>
> Is anyone familiar with another workflow/workaround or Particle
> Event Script to help out?
>
> Many thanks,
>
> Adam.
>
>
>
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