Hi there,
I'm trying to emit particles/fluid from a rigged and subdivided object. I've linked the subdiv as the object emitter but there's a gap between the emitted particles and the object's geometry. If I connect + delete the subdiv with the object geometry then the emitter problem disappears but my rig, as you would expect, gets removed. Is there any way around this?
I hope that makes sense - let me know if anything needs clarification
Best,
T
Subdivided Object as Emitter
- ChristianZ
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Re: Subdivided Object as Emitter
Hi T
maybe it could be possible to not use the mesh of the rigged character directly as emitter but to introduce a child of that part of the mesh, which is not rendered, and use that as emitter-object?
maybe it could be possible to not use the mesh of the rigged character directly as emitter but to introduce a child of that part of the mesh, which is not rendered, and use that as emitter-object?
RF10.5 standard + RFC4D3, Mac&Windows
Re: Subdivided Object as Emitter
Thanks Christian
Actually i've just realised it's not the emitter that's causing issues but the collider tag - do those not work on subdiv surfaces?
Actually i've just realised it's not the emitter that's causing issues but the collider tag - do those not work on subdiv surfaces?
- ChristianZ
- Posts: 3599
- Joined: Sat Sep 09, 2006 11:37 am
- Location: CH
- Contact:
Re: Subdivided Object as Emitter
It should work if the collider tag is applied to the "subdivision surface" (not the child object).
RF10.5 standard + RFC4D3, Mac&Windows