Subject: Dynamically falling Ammo. 2003-12-09 - By garyc
Back Hi, I solved my problem with the bullet chain feed, (for a large machine gun like on the Matrix APUs). My current question regards doing the large amount of falling spent bullet casing I need, each falling with gravity and bouncing on the floor. I have tried doing this with particle instancing, but i`m not getting the nice looking dynamics that I seem to get when using rigidBodies (I did a quick test with 20 shells) and simulating the bullets falling. What I want to ask is .....
(1) should I push on with particle instancing and setup expressions to give me more control. or
(2) Is it possible for me to write a expression that can (for each time the gun fires).
* duplicate the bullet casing. * make it an active rigidBody * add some initial velocity and rotation to fire it out of the gun * link it to gravity * let it call and interact with the environment.
My feeling is that (2) will work / look better, I am just curious as to whether its possible? do I need to make all *possible* bullets rigidBodies at the start or is this something I can do on the fly through out the scene as the gun fires ..... I was told way back that rigidBodies could not be created on the fly?
thanks in advance for any help.
gary.
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