@shattered reality
Funny thing is, I'm implementing this in my engine. + the objects will effect the water ;). Currently not doing mesh deforms though. mostly I just need rigid bodies.
@Frank Taylor
One way to do this is have a global pivot and position it at the first particle. then use aligntovector to point it at the other particle along the correct axis. Finally, grab the particles yaw/pitch. One thing to note is that when you aligntovector it's not the global position of vector2, but the position relative to vector1 that you input(v2x-v1x).
Funny thing is, I'm implementing this in my engine. + the objects will effect the water ;). Currently not doing mesh deforms though. mostly I just need rigid bodies.
@Frank Taylor
One way to do this is have a global pivot and position it at the first particle. then use aligntovector to point it at the other particle along the correct axis. Finally, grab the particles yaw/pitch. One thing to note is that when you aligntovector it's not the global position of vector2, but the position relative to vector1 that you input(v2x-v1x).