14-02-2019, 11:21 AM
(This post was last modified: 14-02-2019, 11:22 AM by josemendez.)
(14-02-2019, 11:14 AM)Richard Wrote: You suggested two ways. One is to inverse particles, the other is pin constrains. I would like to use fixed particles. I tried to use the object as pinned to slot. If I do that, obi collision needs other collision such as box, cupsele, sphere, mesh. But it looks wrong.
Fixed particles are attached to the actor's transform. They do not inject any forces to any rigidbody, in case there was one. They just move/rotate/scale together with the actor transform.
Pin constraints on the other hand, enable a two-way force exchange between the particles and any rigid body in the hierarchy of the collider they're pinned to.
Both methods can be used to attach particles, but they behave very differently. So you need to use one or the other depending on what you want to do.
So, let's start again: what are you trying to do? is it character clothing?
In that case, you don't need fixed particles, use skin constraints. There's two tutorials on how to create character cloth here:
http://obi.virtualmethodstudio.com/tutor...thing.html
http://obi.virtualmethodstudio.com/tutor...cloth.html
If it is not character clothing, can you explain what you're trying to achieve?