23-10-2024, 08:45 AM
(This post was last modified: 23-10-2024, 09:36 AM by josemendez.)
(23-10-2024, 06:32 AM)aardworm Wrote: Two questions though; what would be the "cleanest" way to have different liquids come out of multiple moving objects (so multiple emitters)? As the emitters have to be parented to the solver, I'd have to make the emitters be in the right location and orientation. So I'd make a script for the emitters to move to the right places?
Depends on what kind of simulation you're after. If you want to simulate in world space (makes the most sense in your case imho), you can just have the solver at the scene's origin and place your characters under it, with the emitters parented to their sword.
Note that emitters don't need to be direct children of a solver, it's enough for them to be in the same hierarchy. Colliders can be anywhere in the scene.
If you don't want the characters themselves to be below a solver, you can use position constraints to move the emitters together with the swords.
In any case, you don't need to write any code.
(23-10-2024, 06:32 AM)aardworm Wrote: And second question;
How do you trigger fluid emitting via script?
You just set the emission speed:
Code:
emitter.speed = 2; // emit fluid at 2 meters/second.
// later...
emitter.speed = 0; // stop emitting fluid.
let me know if I can be of further help,
kind regards