Thanks Dan, Yep you have it exactly right. I have raised the physical glass primitive higher then usual to sort of exaggerate the Z movement to make it a bit more noticeable.
The velocity of the z applied could also reflect the velocity of the incoming impact and be applied to the appropriate "GlassHit" sound being softer or louder instead of random.
There are so many ways to do randomness and a lot of variables to adjust for sure. Feedback from the community will most likely steer me to include an option to adjust the frequency of hits.
Feel free to make any changes to the table and send it over, I'd be more then happy to check it out.
Edited by 3rdaxis, 09 January 2019 - 02:19 PM.



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