Setting Up Forces for Different Simulation Types

Depending on the simulation type to which you applied the force, you must adjust the effect of the force on that simulation:

• After you apply a force to a particle, fluid, or explosion cloud, you can adjust the force’s effect for each particle type that is associated with that cloud. This way, you can have the same force act differently for each particle type. See Setting Up Forces for Each Particle Type for steps on how to do this.

• After you apply a gravity or wind force to an explosion cloud, you must adjust the Gravity and Air Friction settings for the appropriate structure (Flame, Smoke, or Sparks), as well as its particle type. For more information on structures, see Setting Up the Structures.

• After you apply a force to a hair object, you must set up its effect in the hair’s property editor. See Setting Up Forces for Hair for steps on how to do this.

• After you apply a force to a cloth object, you must set up its effect in the cloth’s property editor. See Setting Up Forces for Cloth for steps on how to do this.

• After you apply a force to a rigid body simulation environment, you can set up its effect on each rigid body object in its Force Controller property editor. See Applying Forces to Rigid Bodies.

 



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