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!
General Discussions about realflow, fluid simulations,...
1 post • Page 1 of 1