QUOTE(zhenpanda17 @ 01/19/09, 02:24 PM) [snapback]299179[/snapback]
so two objs with 100% conserve, which can never really exist in real life..
Conserve has nothing to do with how much energy the particles inpart to each other whan hit. In reality conserve is allways 100%, its just that sources it gets spread to are more numerous than in simulation. Conserve is about how much of the previous frames energy is kept in next frame wich is different. Its just a easy trick for some dybmics but ive never needed anything other than 100% on any of the particle styles, it not exist in reality at all.
Now since conserve has nothing to do with this then what does? Well, under collissions you have a attribute called bounce, that and friction together define how much the second raticle will get energy.
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well, the thing is that maya is a void so the laws of real physics doesn't really apply
This is all consistent to physics. And yes they apply. you just need forces to enforce this. Problem that you are seeing is the NSolvers built in drag that slows things down. And this drag is there to simulate air.
Unlike normal dynamics nparticles by default assume something akin earth like conditions whereas normal dynamics assume space. So the drag attribute under conserve needs to be 0 too otherwise whet you describe will happen. The default of 0.01 is going to diminish intial forces.
Conserve should allways be 100% and the amount of transfer should always be handled by other things than conserve.
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i'm just saying it might be a bug
It not a bug