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if you want each of the particles to be a rigid-body, you have a few choices.
you can use phys.multiple to manage multiple instances of a rigid-body.
you can set the rigid-bodies to be kinematic, and update their positions directly from the gen simulation matrix.
this means the bodies won't collide with each other, but they will collide with any non-kinematic dynamic rigid-bodies in your scene.
or, if you want the particles to be dynamic rigid-bodies, you can't update the positions directly, but must use the phys.multiple force matrix input to apply forces to the rigid-bodies in the direction of the corresponding particle in the gen simulation.
thanks, but in your example your applying physics to the hole grid.
That makes sense to me. The reason why I'm asking this is because I need many particles and the gen method seems to be more efficient then anything else I have seen in Jitter. I will give it a try. Thanks!
there's a couple errors here. you don't need to provide an arg to phys.world since you are connecting via patchcord.
it will try and use that arg as it's own worldname, rather than as the gl-context name.
jit.gl.mesh needs a matrix of vertex points if it's going to draw anything, so in this case, you probably want to use a jit.gl.gridshape as the target object for jit.gl.multiple.
you need to send a matrix to the right input of the jit.gen, if you want any animation to take place. i simply sent in the initial noise-matrix.