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Active Sword Page 2
Simple Collisions (Aug 2003)
Yeah, well, pay attention cause this is going to start going
faster. Like "going, going, gone" going. Gong! Excuse me.
Step 4: Make Goals!
At this point, select the first set of particles and then the
second. Make the second the goal of the first by going to
Particles > Goal. If you play it, the first set of particles
will move to the second. Fix the wobbling by going to the
particleShape node of the first set of particles and under
Goal Weights and Objects, set the Goal Smoothness to 0
and crank up particleShape2 to 1. If you play it now, the
first set of particles snaps to the second. Why we do this, you
shall find out shortly.

Step 5: Make Collide the Victims!
Now select the first set of particles (particle1 from now on) and
one victim and go to Particles > Make Collide. Repeat for the
rest and make sure that all your victims have GeoConnectors
attached to them. Set the Resilience and Friction of all of
these to 0. Now particle1 can now collide with the victims.

Step 6: Test it!
Now parent the second set of particles (particle2 from now
on) to the sword. Animate the sword slicing through the victims. As
particle2 attached to the sword moves through the victims, particle1
collides with them and then tries to return to its goal of
particle2. What does this mean? Particle1 will cause the collision
and trigger the bleeding process while particle2 which is a child of
the sword always serves as the point of return for particle1.
This lets particle1 return to the sword so that it can collide with
the next victim. Otherwise, it would just fly off in space and sword
would lose its reactive abilities.
Click here for the test
playblast!
Note: If the particles get stuck to the victim, it means that the
friction on the GeoConnector for that victim is too high. Set it to
zero.
Step 7: Make 'em Bleed!
Now click on particle1 and go to Particles > Particle Collision
Events and select particle1. Make sure All Collisions is
checked under "on which collision, do you want event to happen?"
Under event type, set Type to Emit and set Num Particles
to 9. You can come back later and change these and other values
for the desired effect. Make sure that Original Particle Dies is
Unchecked. Click Create Event; take note that an extra
set of particles were created. This particle3 is your blood
effect. Go ahead and play it. You should see particle3 particles
exploding out of the object when hit.
Step 8: Set up Blood!
Oh so violent! Well, it doesn't have to be blood. It could be green
goo, oil, saw dust, sparks, sweets, etc. Select particle3, change
the render type to streaks or whatever you want and assign
it a shader of your choice. Apply a gravity field to it by
selecting the particle3 and going to Fields > Gravity. You
can go back to the Particle Collision Events and change values there
as well. Go on. Tweak stuff!
Guess it's over...
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