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Post by ichris on Nov 30, 2015 12:40:30 GMT -5
Hello,
So I have this scene I'm working on where I have a crowd running and they are attacked by flaming arrows.
I watched all the tutorials on RBD emitters and they were very helpful.
But my question is, will it be possible to bake the arrow mesh with a 3d container (with fluid cache to simulate the arrow flames) on the emitted particles?
If yes, how can I do so? If not, is there another workaround for this?
I did that with normal Maya particles and it worked just fine so I hope I can do that with MiArmy.
Thank you! Chris
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Post by Yeah YANG on Dec 1, 2015 3:09:59 GMT -5
Dear Chris, Thank you for testing our tool! In below video, we introduced a tool can bake all RBD object into Maya object/mesh. Is this can work with you? basefount.atlassian.net/wiki/display/MDE/Video+Tutorials113 Render RBD Emitter Please let me know if this can solve your problem. Cheers! --Yeah Hello, So I have this scene I'm working on where I have a crowd running and they are attacked by flaming arrows. I watched all the tutorials on RBD emitters and they were very helpful. But my question is, will it be possible to bake the arrow mesh with a 3d container (with fluid cache to simulate the arrow flames) on the emitted particles? If yes, how can I do so? If not, is there another workaround for this? I did that with normal Maya particles and it worked just fine so I hope I can do that with MiArmy. Thank you! Chris
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Post by ichris on Dec 2, 2015 0:01:14 GMT -5
Hi Yeah,
So I tested it and it worked. I used the arrow mesh with a 3D container set as a child to the mesh and it was instanced perfectly.
I got 1 more question, I saw in the latest MiArmy demo that I can enable dynamics on agents after creating an agent cache.
Will I be able to apply this method on running soldiers on which I will fire arrows? And is there a tutorial you can point me out to?
Thanks! Chris
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Post by Yeah YANG on Dec 2, 2015 2:23:01 GMT -5
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Post by ichris on Dec 2, 2015 5:05:14 GMT -5
I see thank you!
But I notice that RBD emitters give random results for every simulation.. is there a way to make it more stable so I can make sure this is the result I want?
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Post by Yeah YANG on Dec 3, 2015 4:14:22 GMT -5
Hello Chris,
I'm afraid to say all physics result will not be the same in eachtime simulation due to the physX engine.
So we can only find some other way to solve this, like: 1>We can cache it every time and just keep the last time cache when we satisfy the result. 2>We can bake all RBD out to Maya object and fix some specific stange ones manually.
I hope this is helpful^^
Cheers! --Yeah
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Post by ichris on Dec 6, 2015 20:54:44 GMT -5
Yes thanks you for your help!
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