Creating the nParticle sparks is the final stage to the two-part particle effect. The nParticle sparks are emitted from the nParticle_sparks_emitter object at various locations along the chute using Emit From Object. An external gravity field is added to give the sparks an arcing motion as they fly up and fall to the foundry floor.
You also add two more Exclude Collide Constraints so that the sparks do not collide with the slag or the nParticle _sparks_emitter objects.
Notice again that the new nParticle system collides with the slag, breaking the mesh apart. To solve this, you add two more Exclude Collide Pairs constraints.
You can now select the nParticle object for the nConstraint.
The particle systems no longer collide, but the nParticle_sparks need adjustments to make them look and behave like red-hot sparks.
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