This example describes how use the Dynamic Relationships Editor to connect collision object (pCubeShape1) to a particle object so that they collide. The object is currently connected to collide with a second particle object.
To connect and disconnect collision geometry
The geometry (pCubeShape1) that is currently connected to collide with the particle1 object displays highlighted in the editor’s right panel under particle1, and the geometry (pCubeShape1) that can be connected to collide with particle2 object displays under particle2.
The collision object is now connected to collide with the particle1 and particle2 objects.
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