yes, you’re right. After rising the memory every works fine. Must have done this in my max7 install and forgot to to so for max8. thanks a lot, Andrea
Bobo’s script works in max7, but crashes max8 as soon as I try to place the first stroke. Is it possible to make it work in max8 too? Andrea
Tried it again … It’s your website, that I can’t reach. I’m getting a “not found” message with every browser. (Maybe it’s because I’m in Europe and t…
Paul, I can’t reach your site (since you’ve moved it to another server, I think). Could be an DNS thing perhaps. Andrea
Is the scene crashing because of the light creation? You can test this by enabling/disabling the creation script. How many lights are created? You sho…
Sorry, I don’t have a solution yet. I tried to delete particles with Speed == [0,0,0] before collision. This works most the times, but not all :shrug:…
We will have to pay for Particle Flow Tools since Oleg does not work for Discreet any more 🙁 Do you already know which route to take for the work…
Hopefully Oleg will respond, and we will see what is actually going on. He has answered but it looks like he didn’t see the bug. I have posted an repl…
I myself am enjoying this, because it poses a challenge, and forces me to learn pFlow and maxscript better too. Great to meet someone like minded :bou…
The secret of multiple particle lifes is lifted. It is the collision detection that causes the trouble. It tests true multiple times – so particles ar…
Glad you are still “in”. I presume that you would simply stop posting in this thread if this kind of basic research gets on your nerves. I’ve learned …
*** Doulbe particles – double post *** deleted
That double light thing should be impossible :banghead:. Not sure what is up, probably something to do with the way the method is called. But since it…
Why would pCont.getParticlePosition(i) not work? You are right, must be some strange update issue here. wouldn’t pCont.ParticlePosition only work f…
Hi Eric, the lights are not positioned properly in your script. Therefore they are all created at 0,0,0. Use “pCont.ParticlePosition” instead of “pCon…