In the second step of
creating an nParticle effect, you convert the meshes you want the
nParticles to collide with to passive collision objects. When nParticles
collide with passive collision objects, their behavior, speed, and
direction change. Passive collision objects are not affected by
collisions with other objects.
In this lesson, you convert
the candy package, bowl, and the desk surface geometry to passive
collision objects. The nParticles can then collide with these objects.
To convert geometry to passive collision objects
- Rewind the simulation to the start frame.
- In the scene view, -select
the package and bowl meshes as well as the surface of the desk.
nMesh > Create Passive Collider > .
Collide Options window appears.
- From the Solver list,
- Click Make Collide.
The candy package, bowl,
and desk surface meshes are converted to passive collision objects.
nRigid handles appear at the center of the meshes in the scene view.
You can use the nRigid handles to quickly select nRigidShape nodes
in the Hypergraph or their tabs in
the Attribute Editor.
These objects are now
members of the same Nucleus system (nucleus1) as the nParticles.
- To rename the nRigid objects, in the Outliner,
double-click them one at time and type nRigid_Package, nRigid_Bowl,
and nRigid_Desk respectively. Press after
you type each object name.
- Play the simulation.
When you play the simulation,
the nParticles now fall from the end of the package and are collected
in the bowl.
Notice that the nParticles
are not falling from the candy package as quickly as you might expect.
Instead, they fall slowly, as if the simulation was playing back
in slow motion. This is because the Nucleus solver properties need
to be adjusted to suit the simulation.
In the next section of
the lesson, you set Nucleus solver properties so that the particles
nParticle and Nucleus nodes
You have now
created all of the objects for your Nucleus dynamics system. The
following section describes each Nucleus system node.
the node that carries all the nParticle object attributes that define
the appearance, size, and overall behavior of each particle in the
the nParticle emitter node, which carries all the particle emission
attributes such as particle emission rate and emitter type.
the Maya Nucleus solver node, which carries all the attributes affecting
the solver system including internal forces.
the passive object properties node which carries all the passive
collision object attributes.