I want to control the mass of my POP particles, so that they fall slow or fast. For this I added a popforce instead of the gravity, since the popforce has this tick for “ignore mass”.
I'm assigning the mass attribute with a popwrangle, and it does react to it - however, if I have really low mass, like 0.1, the particles fall superfast. If I increase the mass to 1000, the particles barley fall at all. I was kind of expecting the opposite.
Anyone know why this is happening? Am I doing something wrong?
Hmm that was very confusing so I had to go in the thinking box for a while, but I think I got it! Force = Mass * Acceleration is indeed correct, but since the solver calculates acceleration, based on the force, it made more sense to flip the equation, hence, Acceleration = force/Mass.
So yeah, bigger mass, means slower acceleration.
First this did not make sense to me, since I was imagining two volumes in air, where both volumes were the same size, but had different mass. In my head, the volume with the largest mass would fall faster due to air resistance.
But when I imagine the same volumes in vacuum, they accelerate at the exact same speed - which tells me that it would not make sense to see any difference in acceleration at all, when adjusting the mass. Which just made everything even more confusing.
But! If I imagine a tiny jet motor on each volumes in space, it makes sense that the volume with the largest mass accelerates much slower than than the other. So this leads me to the conclusion that it never made sense to use a POP force to simulate gravity. The POP force could instead be used for things like wind or propulsion. If I want this to act the way I wanted it to, I should probably delete the POP force, add the original gravity force back, add a drag force, and adjust the air resistance instead?