Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 10:48 am)
colisions are normals based. so the body normanls point out ward hair sees and clides with these. your helmit normals poing outward but the inside they face the wrong way for hair to see them. the way around this is as follows. export your helmit as ojb. then dleat it from your sceen. import the ojb click flip normals and do you sym with it. it will be flaky to see it as only the inside of the helmit will be visable for the sym. after your sim is comepleated deleat the ojb helmit from the sceen and aply the normal lib helmit scale and place. havent tryed this yet my self but in therie it should work. Let us all know if it dose. hope this helps Laters Vel
Collision is broken in general in P5. Even with the 2nd SR2 Beta, the results I get with it between 2 actors is very unpredictable. Because of the normals issue you mention, I've seen actors pass into another actor and then get trapped inside the other objet. CL's T/S says that it (collision detection) was never intended to be a big feature and that occasional or erratic collision detection is better than none.:-/ pixelslave
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I'm trying to put a helmet on some P5 hair. I'm thinking it should mat down and stick out from the bottom. I used the classical hair and scaled the helmet up. Over 10 frames I then scaled the helmet down over the hair. I pushed the calculate dynamics button. The hair doesn't seem to interact with the helmet at all. Both the hair and the helmet have collision detection on. Am I just dreaming or should this work? (using P5/SR-2)
If this won't work I was thinking of making some P4 hair into a cloth object and see if it would push between the head and helmet.
Any suggestions appreciated.