
- #After effects have particle playground bounce off an object how to#
- #After effects have particle playground bounce off an object code#
Lifetime Loss and Min Kill Speed can help to reduce the effects of residual particles following a collision.

For example, gravel will tend to bounce off a hard surface when thrown but a snowball’s particles might lose speed during a collision.
#After effects have particle playground bounce off an object how to#
To solve this i tried to constraint in the inspector the position and rotation, which I thought solved my problem, because the bullet explodes on contact and the 3d object won't move, but now my other problem is that I can walk through the object.Īny idea how to solve my problem? So that I would have a 3d object with meshcollider calling OnCollisionEnter on contact with a sphere collider, but not letting me pass trough it?Įdit1: Forgot to mention that I already tried IsKinematic same rule applies, bullet bounces off, but no OnCollisionEnter called.Įdit2, somewhat solution: I ended up duplicating the object, removing mesh renderer from second one scaling it a little bit and removing Gravity and IsKinematic, this way that layer triggers OnCollisionEnter and my bullet explodes, the original is let at IsKinematic witch don't let me go trough the object and because the other layer is a little bit bigger the bullet can't bounce off. The Dampen and Bounce properties are useful when the particles represent solid objects. I tried to add a rigidbody to it, after which it starts working, OnCollisionEnter is called and the bullet explodes, but the problem with this is that I can move the 3d object with physics which I shouldn't be able to.

#After effects have particle playground bounce off an object code#
Copy and paste the following code into the box: target thisComp.layer (Null 1) (target.position 0- (thisComp.width/2))/thisComp. I placed a mask on the same layer with the particle. The particles are coming out of a pair of eyes (which is okay), but I need it to bounce off portions of the face and body. Hold Alt on your keyboard and click the X-Axis Stopwatch a box will appear on your timeline. Hello - Ive been trying to have my Particle Playground bounce off, or repel off a mask, or layer, and cant get it to work. The After Effects Bounce Expression The bounce expression is great because it only takes two keyframes to create a bounce. With other colliders like box, capsule or terrain collider it works just fine. Select the Particle Solid in the timeline, go to the Effects Control panel, and locate the Position settings. Now the problem is that when I shoot the bullet towards the 3d object (rock) it bounces off instead of exploding( aka no OnCollisionEnter called). The object then hits a vertical wall, as shown in Figure 2b and bounces off the wall with the same speed it had before hitting the wall, as shown in Figure. I attached a script to the bullet prefab, that OnCollisionEnter it should destroy the bullet prefab and play an explosion particle. I have a bullet prefab with rigidbody and sphere collider. I'm trying to add some 3d objects(rocks) to my scene with mesh collider(convex mesh collider ticked), but no rigidbody. Depending on close the centers of the fire and ice objects are, you can increase the "intensity" of the steam and make it's effect get bigger.I have a problem with Unity collision system. When the two colliders touch, you can generate a steam object/particle effect. If the ice and fire could each be treated as single large objects with primitive colliders that use a particle effect to represent the area that they're taking up visually. The icy shards vs fiery sparks could be handled similarly. or when it would actually feel better to have a more controlled force rather than one that is fired off intermittently by each particle.

It works well when the player would never be able to tell the difference. or you're using it to attempt to create a very complex/accurate simulation of some sort, then this doesn't resolve your problem. Rayquaza will bounce along from left to right. If you're using the particle system to actually fire larger more significant projectiles. It can only be challenged after capturing Groudon or Kyogre and will then join the circuit of bonus fields. In the example provided by PimajeXenja, if you don't need the exact collision of each particle to slow the player down, you can create a sort of "wind blowing towards you" effect by using an area effector to apply the force of the "wind" and keeping the particle system there for a visual representation only.

Click to expand.It depends on exactly what you're trying to do with the collision of these particles.
