(or the same with c4d connect object). I would like the particles to collide with the wings (surface). On one frame the particle is on top of the collision surface and the next frame the particle is under the collisionsurface and then:
The collider tag will be applied to the selected object. However they seem to not hit. At its simplest, we have deflector forces (for the particles themselves) which you can make surround an object if it is suitable.
In each frame, the software needs to analyze each object’s geometry and determine if it has collided or not, and if so, calculate how that object should react to the collision in the next. Maybe it's similar with the stock particle system? This can’t be the only way, however. I just tried it and all the 3 beans seem to be landing and stayinf inside the spoon.
Anyway, when i activate the. So far the only fix i’ve found is to add a fake floor, as a plane, above the dynamic floor. All collision objects can now also act as. No more collision and falls through the collider.
I setup up a simple particle system and in the rs tag that i placed on the particle group i have changed the particles to custom objects which are these discs. When i added new objects and set them to be collider bodies, the particles were not interacting at all. Find the object you want particles to collide with then add the particle collider tag. Also tried to move the collider body tag to 'spoon' and hide subdivision surface and is ok too.
Select the object and in the object manager, choose tags / simulation tags / collider. That's why i placed an xpcollider tag on an xpjoin object. Tried to upload the file but get. At least that's what it is with xparticles.
Your collision deformer does not have any collider objects listed under its colliders tab. Sometimes if speeds are high the particles miss noticing theres a collider. Or you could make the particle geometry dynamic.