14-02-2019, 11:25 AM
(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.
Thank you for your time so much! , but how can I see particle index?
And the the any positive value affect the effect of result?
the particle index runs from 0 (first particle in the actor) to the number of particles in the actor. So depending on which particle you want to fix/unfix, you have to use a different index. How to get it depends on what you need to do at runtime: do you pick particles with mouse, or in response to a collision? do you simply want to unfix all fixed particles?
The inverse mass is, as the name implies, 1/mass of the particle. So high inverse masses will cause the particle to be lighter. Low values will make it progressively heavier, until you reach 0 and the particle is infinitely heavy (fixed).