Particle Skinner is a powerful modifier that lets particles function as "bones" inside a mesh "skin." As you'll see in this brief introduction, this allows for some quick and easy but exciting possibilities for special effects.įor this lesson, you'll go back to the particles that break up as columns. Part 6: Skinning Particles to Break a Box When you're done, restore both Max Force and Max Torque to 1.0, and Birth Stream Speed to 300.Also try adjusting the Birth Stream Speed value to see how it affects the simulation. ![]() Continue experimenting with the Max Force and Max Torque settings while playing the animation to see the different effects possible.At a frame before the ball hits the wall-say, frame 6-increase Max Force and Max Torque until the bindings are visible again.To create a realistic simulation, you usually need to increase both values. Max Force and Max Torque define the maximum forces that a binding can withstand before breaking. Because the default Max Force and Max Torque settings are low, the gravity force alone is enough to dissolve the bonds. Click the > button on the time slider a couple of times while watching a viewport in which the bindings are visible.īy frame 2, all the bindings are gone. ![]()
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