?—? On the Rotation tab of the HardFX panel, change the Torque Min and Torque
Max values to balance the amount of initial and ending spin and motion on the
exploding parts.
?—? Try changing the Pivot Shift value so that the exploding pieces rotate differently.
At 0%, each part rotates around its own center point. Change this value to 100%,
and the parts rotate as a group around a much larger radius, as if you??™d moved all
of their pivot points individually. You can also set this to just an X Shift, Y Shift,
or Z Shift from the drop-down control to the left of the value requester.
?—? Increase the Resistance setting on the HardFX panel??™s Basic tab, to slow down the
exploding parts.
?—? If your exploding parts sort of hop like little bugs after they land, try lowering the
Ground object??™s Bounce/Bind Power setting.
?—? Use the EditFX panel (as you did in Chapter 13, ???Particles in Motion???) to select
and remove or reposition any individual shards as they scatter from the collision.
?—? Experiment with one setting at a time. Have fun!
What about soft things, like blankets or pillows? How do soft-body dynamics differ from
cloth dynamics? When should you use one over the other? Read on to learn about more
cool features of the dynamics in LightWave v9.
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