would emitting from a boolean intersection work for your situation? On 9 December 2015 at 13:07, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
> That kind of works. Thing is I have to quickly expand the second object to > surround the particles so they dont die when flying out of the volume. > > > > Would be nice with a built in plug and play trigger for emission. I will > see if I can make it work for me. > > > > > > Thanks guys > > Morten > > > > > > > Den 9. december 2015 kl. 13:54 skrev Andy Nicholas <a...@andynicholas.com>: > > > Yep, I didn't need to emit from both. Duh! > > On 09/12/2015 12:09, Chris Marshall wrote: > > Emit from inside the first, then use Test Inside Geometry (the second > object) Any that aren't in the second, delete. > > On 9 December 2015 at 11:24, Morten Bartholdy < x...@colorshopvfx.dk > wrote: > > > I am trying to initiate particle emission from the volume of an object by > intersecting it with a different object, so I can gr a dually expand the > volume from which particles are emitted. Much like when an object collides > with another and subsequently breaks into particles in slowmotion, starting > from the point of impact. > > > > I have checked example scenes and currently I am trying spawning when > particles are inside a volume, but I can't figure out how to only emit > particles when the emitter intersects with another object. I am guessing I > need to use a state machine, but have yet to figure out how to make it > start an emission rather than change parameters on existing particles or > control spawning. > > > > Any pointers or examples are most welcome :) > > > > > > Thanks > > Morten > > > > > > > -- > Chris Marshall > Mint Motion Limited > 029 20 37 27 57 > 07730 533 115 > www.mintmotion.co.uk > www.dot3d.com > > > > > -- Brandt Animation www.brandtanim.co.uk 020 7734 0196