Change visibility after particle collision
First of all, thanks to everyone for the opportunity to join and participate. I am not a scripter, I just work on a "trial-error" basis, but I hope to learn more as I interact here with you.
The idea of the particle system I am working in is as follows:
1. The scene includes some objects that I want to "turn into" particles.
2. The PF system takes these objects (which are renamed conveniently) and using a birth script, it generates one particle per object, the same position and geometry as the original object. This has been taken from Alan McKay's tutorial here http://vimeo.com/11100227 and slightly modified. It works fine.
This is the code of the birth script
on ChannelsUsed pCont do ( pCont.useAge = true pCont.useTM = true pCont.useShape = true ) on Init pCont do ( GLOBAL whatever = $whatever* as array ) on Proceed pCont do ( t=pCont.getTimeStart () as float if t < 0 do ( for i=1 to whatever.count do ( pCont.addParticle() pCont.particleIndex =pCont.numparticles() pCont.particleAge = 0 pCont.particleTM = whatever[i].transform pCont.particleShape = whatever[i].mesh ) ) ) on Release pCont do ( )
3. A collision event sends particles to another event, where geometry is displayed. The problem is the following: I want to hide the geometry of the original objects, and I don't know how. I have tried visibility parameter both in the birth script and in a separate script operator located in the second event, and the objects turn invisible at frame 0, not after collision event.
Any help or idea on this will be a great help. Thanks in advance to everyone!