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Particle Skinner vs. Active Rigid body, why?

Posted: Sun Aug 27, 2017 7:11 pm
by Bobross
Hey everyone,

Just confused on some use cases here. Why would you choose Particle Skinner over just using Active Rigid body? In the demo scene Dyverso_rigid_crosses.flw what is the point in wrapping all the crosses in particles instead of just using the built-in Active rigid bodies?

Is there some computation gains? Seems like it unnecessarily complicates things...

Thanks for any insight!