How to setting Active values 0 and 1 not collide(pass) from RBD pack object

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I set the scene by referring to the link here.
http://forums.odforce.net/topic/31356-inherit-velocity-rbd-packed-object/ [forums.odforce.net]

I set the geometry to copy stamp, set velocity, and set the active value to change to 1 on @Frame.

The geometry has been properly active and has received accurate vector values.
But only when geometry did not overlap.

When there is a lot of geometry like a photo,
An object with an active value of 1 and an object pile with a zero collide with each other and have not moved to the desired velocity.

To avoid conflicts, wrangle add set to
‘if(@active=0) @P=set(100,100,100);’
but P has not moved.

Is there a way to avoid being completely ignored by the dop itself when it is active 0 or not getting it to the dop (like a particle)?

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