I'm finding some strange behavior when I use Angular Velocity in a POP network. When used with a Location POP it works as expected, and all of my copy/instanced geometry ends up rotating in the direction of the particle's velocity. But when used with a Source POP I get no rotation at all.
And a side question, what is the “w” attribute? That's the attribute the Angular Velocity POP is supposed to be altering, but I can't find anything in the docs about it.
~Mike D.
Velocity Orientation: Location vs Source POP
5780 3 0- frogspasm_deux
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- frogspasm_deux
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Ok, now I'm finding that I don't even need the angular velocity pop to get particles to face the direction of their velocity.
And the source pop does work, as long as I'm not using the normals of the object's surface. Once I add a point sop to add normals to the geometry I'm emitting from, the copied/instanced geometry doesn't rotate correctly anymore.
Is there any way to emit from source geometry using it's normals and still get rotation in the direction of velocity?
Here's a sample file showing the problem.
Any help would be appreciated,
Thanks!
And the source pop does work, as long as I'm not using the normals of the object's surface. Once I add a point sop to add normals to the geometry I'm emitting from, the copied/instanced geometry doesn't rotate correctly anymore.
Is there any way to emit from source geometry using it's normals and still get rotation in the direction of velocity?
Here's a sample file showing the problem.
Any help would be appreciated,
Thanks!
- AlvinYap
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- frogspasm_deux
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- 77 posts
- Joined: July 2006
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