Originally Posted by
Snook
Yeah I was thinking along the lines of harder hits = more blood etc but I don't know anything about how the mechanics would've worked so didn't bother mentioning it.
Thanks for the reply on this
.
The trick is trying to match it to the way TB already does stuff without adding any extra overhead.
You could change frac & impact to xx number of particles released in a single frame and use the scale and impact strength as a multiplier for that. There's quiet a few ways it could be done without it needing to be complex.