I haven't done any work with nParticles, so I'd also like to learn
what "the new way" is :-)
Cheers
-Cosku Ozdemir
Visual Effects Supervisor, Robotika Films
Maçka Talim Yeri Sok. 8/1, Maçka, İstanbul / Turkey
t: 2122277230 /// f: 2122277231
www.robotika.com.tr /// co...@robotika.com.tr
my conclusion was to go back and stick with the old particles.
if there is a way to query the collision-geometry index with nparticles
I also would like to know.
cheers
michael
Skickat från min iPhone
If Autodesk would want to do something really nice for the Maya community I think they should steal Max particle system now that they own everything...haven't used it for ages but 5/6 years ago it already kicked Mayas particles in the groin, especially in terms use friendliness...
Skickat från min iPhone
Yes, unfortunately the nucleus collisions are handled quite differently than the old system, so it is more problematic getting collision object ids. (There is a way of getting the object currently but it is very convoluted and involves using callbacks) The old system has an array on the particle node with input connections from all the colliding objects. The id is the index number in this array. With nucleus the nCloth and nRigid nodes connect to two different arrays on the nucleus node, which makes it trickier to come up with a good id. (perhaps nCloth nodes could have negative ids or offset by some value) There are internal ids on nucleus nodes but these are created at runtime, so they change between sessions and are not usable for this purpose. One thought is to have a mel call one can use to either return the nCloth, nRigid or nParticle node name from an id and a particle system name.(you need the particle name because there may be multiple nucleus nodes) Alternately we could return the name of the cloth output mesh or nRigid mesh.
At any rate this is something that should have been implemented in the first nParticle release but has kept getting pushed back. Any feedback as to what you would like in the way of ids and the interface would be helpful.
Duncan