Hi there,
I´m trying to improving an existing animation with some phoenix love, but I´m having trouble getting it to work.
The animation consists of a sphere smashing into another one, tearing it apart.
I´m using an mParticles Pflow and I have skinned the torn mesh via Particle skinner.
Now I set a Phx source up to emit smoke and particles from the torn mesh and animated the discharge from 0 to 1o and back to 0 over 3 frames.
But whenever I´m trying to simulate it, it crashes max.
I tryed emitting from a sphere inside the torn sphere instead, hiding the particle skinned mesh and now it simulates, but of course without the interaction with the torn mesh.
So I guess it´s an issue with the particle skinner.
Can you confirm this? Does phoenix just not like meshes with changing vertex count?
Unfortunately i also don´t have a mesher like frost at hand, so I´d have to make it work without any other plugins.
I´m currently on nightly build 25297.
I´m trying to improving an existing animation with some phoenix love, but I´m having trouble getting it to work.
The animation consists of a sphere smashing into another one, tearing it apart.
I´m using an mParticles Pflow and I have skinned the torn mesh via Particle skinner.
Now I set a Phx source up to emit smoke and particles from the torn mesh and animated the discharge from 0 to 1o and back to 0 over 3 frames.
But whenever I´m trying to simulate it, it crashes max.
I tryed emitting from a sphere inside the torn sphere instead, hiding the particle skinned mesh and now it simulates, but of course without the interaction with the torn mesh.
So I guess it´s an issue with the particle skinner.
Can you confirm this? Does phoenix just not like meshes with changing vertex count?
Unfortunately i also don´t have a mesher like frost at hand, so I´d have to make it work without any other plugins.
I´m currently on nightly build 25297.
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