  | | | Re: Thanks All / Still Need Help with Physics Engine Animations... | Re: Thanks All / Still Need Help with Physics Engine Animations... 2004-01-20 - By ccoles_avengers
Back Thanks, everyone, for your responses re: this topic.
I definitely have noticed the primitive anomaly that Petteri mentioned. I even did a test with the CS3 Wizard "Bascule" animation file which incorporates a sphere, plank, and cube and noticed a couple of things. When I simply added my domino (originally created in AMAPI but used w/ and w/o conversion through the CS3 Vertex Modeler) onto the plank as a test, the domino, cube, and plank all fell through the floor! However, when I inserted a simple primitive cube from CS3, it basically worked without a problem (however there was a problem re: where the new cube was placed which caused the plank to go through the floor. With a simple placement adjustment, it worked fine).
Quick Question: is there a better format to export/import objects from AMAPI to CS3? I have been using the 3DS format to export my models from AMAPI. When I use the *.a3d format, I either get errors or it is SO SMALL that I have to increase the size tremendously. Up until now, the 3DS format has been working fine for my CS3 still images, but perhaps there is a better file format for which to import AMAPI objects into CS3 for animations.
Another Question: Has anyone noticed that there is a shift with objects from frame 0 to frame 1 when using the physics engine? This seems to have a significant affect on the animation calculations. I know that the manual indicates that certain changes (like resizing) can not be made on or after frame 1 when using the physics engine. However, when I want to make placement or even size adjustments in frame 0, I notice a noticeable "shift" in the objects from frame 0 to frame 1. Is there a way to prevent this?
Last Question: I have been looking at buying the CS3 Handbook for a while now. I was wondering if anyone had a link to a site that is selling it inexpensively? Any recommendations would be appreciated.
Also, David, I am *definitely* interested in what you have to say re: object substitution, so plan on seeing a reminder on the list from me next week. :)
Again, thanks to everyone for your help. I am really enjoying reading the good advice on this list and I appreciate the helpful people who contribute to it.
Take care.
Claudia "Selocic" (a newbie)
--- In Carrara@(protected), "David Bell" <nordwind53@(protected)> wrote: > You can do the substitute thing as Carrara exists now ... remind me next week when I am not so buried and I will try to write down the process. > > Yours, > David > __ ____ ____ > > Nordwind53@(protected) > David E. Bell > __ ____ ____ > > -- -- Original Message -- -- > From: pmiinalainen > To: Carrara@(protected) > Sent: Tuesday, January 20, 2004 2:37 AM > Subject: [Carrara] Re: Need Help with Physics Engine Animations... > > > couple of notes about physics. They seem to calculate faster on > basic primitives, i.e. spheres, cubes etc. No matter if you have > scaled them. If you do your domino test with realistic blocks with > rounded edges, it will be slower. It sometimes seems that vertex > models require more accurate and slower calculation in order to > behave realistically. > > I think it would be great if you could do animation with reference > objects and then substitute them for high-resolution versions for > rendering. I really hope we'll see that feature in the future. > > petteri > > --- In Carrara@(protected), "darylcrandall2002" <Daryl@(protected)> > wrote: > > If you look back through this forum's archives you'll see lots of > > discussion about animations, some of them less than flattering. > > > > I've been able to make physics behave most of the time but watch > out > > for what I call the "ghosting effect". Some objects that are in > > contact with each other at the beginning of time are not treated > > properly. > > > > If one is static (the floor) and the other dynamic (a domino) the > > domino might just fall through the floor (even with the floor > > defined as a plane or even another cube such as another domino!!!) > > > > I've even had two dynamic dominoes fall through each other. Being > in > > contact seems to be the killer though. Separate the object by a > > teeny bit and things are "usually" OK again. (shouldn't have to do > > that though. Grrr...) I'm talking about Carrara 2, but from what > > I've seen on this list, not much in this function area has changed > > with Carrara 3. > > > > The other thing about Carrara physics is the god awful length of > > time it takes to do calculations for even simple operations. > > Although it "usually" works out in the end if you have a movie to > > watch or a book to write while you're waiting. However it does > seem > > to work. > > > > I once made a five link chain, secured both ends with the chain > not > > taut and started the clock. The final animation is very > realistic, > > the middle of the chain drops and bounces around waggling back and > > forth just like you'd expect it too but it took 3 hours for a 6 > > second movie. It's a very complex calculation but I'm dying to > try > > it on my copy of Maya5 PLE (Personal Learning Edition) (free with > > November's "Digit" magazine). > > > > The FIRST thing I did with Maya5 PLE was the domino test. I made > a > > pyramid of 9 dominoes and animated it falling when a ball hit it. > > Maya practically calculated the thing in real time! Try that in > > Carrara and you can make dinner while you're waiting. > > > > Point being, that yes, physics does work in Carrara but it could > be > > MUCH better. > > > > Daryl > > > > > > > > > > --- In Carrara@(protected), "ccoles_avengers" > > <ccoles_shado@(protected)> wrote: > > > Hi Charles, > > > > > > Wow, didn't realize the restrictions re: the infinite plane. > > Thanks > > > for the guidance. Also, thank you for the tip on where the > physics > > > engine on/off switch is located. I usually access "Scene" only > to > > > make sure that my rotations are correct (i.e. to say - when I am > > doing > > > scene rotations), so I can see where I missed seeing it. > > > > > > Thanks again for your speedy reply. :) > > > > > > "Selocic" > > > > > > --- In Carrara@(protected), "Charles Brissart" > <charles@(protected)> > > wrote: > > > > Hi, > > > > > > > > first, don't use an infinite plane with physics. The physics > > engine > > > does not > > > > support the infinite planes. Use the plane instead. > > > > > > > > To turn off the physics calculation, select the scene and in > the > > scene > > > > properties you will see the check box at the bottom ( you > might > > need to > > > > scroll down). > > > > > > > > Charles > > > > > > > > -- -- Original Message -- -- > > > > From: "ccoles_avengers" <ccoles_shado@(protected)> > > > > To: <Carrara@(protected)> > > > > Sent: Sunday, January 18, 2004 2:17 PM > > > > Subject: [Carrara] RE: Need Help with Physics Engine > > Animations... > > > > > > > > > > > > > Hi All, > > > > > > > > > > I am a newbie to Carrara Studio 3 (as well as 3D Gfx) and > this > > is my > > > > > first post to the list so your patience is most > > appreciated :) . > > > > > > > > > > I have been experimenting with the phyisics engine and have > > been > > > > > sucessful with animating some test files using this feature > > but have > > > > > been stumped by certain anomalies which crop up in other > > files. For > > > > > example, when trying to animate a domino chip, I can > > successfully have > > > > > the chip drop down from the sky and bounce on the ground > using > > a > > > > > downward directional force as well as have the chip knocked > > over > > > > > successfully by a rolling sphere. However, when I create a > > file that > > > > > only contains the chips (three chips in total w/o the > sphere), > > I have > > > > > noticed that the chips literally GO THROUGH the infinite > > plane, as > > > > > well as go into directions that I never expected. Also, > they > > don't > > > > > bounce like in the file containing just the single domino > > chip. They > > > > > go into weird positions and then drift either backwards or > down > > > > > through the infinite plane. > > > > > > > > > > Could anyone help me with this? What I am trying to > > eventually do is > > > > > to make a few dominoes fall down but have definitely run > into > > snags > > > > > such as what I have described. > > > > > > > > > > Any advice or links pointing towards more CS3 online physics > > tutorials > > > > > would be much appreciated. > > > > > > > > > > Also, I read that the physics engine can be turned "off" > when > > making > > > > > modifications to objects, etc. For some reason I can not > find > > that > > > > > particular feature and the only way I have been turning the > > physics > > > > > engine "off" is by switching to a different type of motion > for > > each > > > > > object when making changes. Somehow, this doesn't seem > > right. Right > > > > > now, unless there are major changes, I don't change the > motion > > type > > > > > and keep the physics engine active all the time. However, > if > > someone > > > > > can share with me where in CS3 I can locate the "physics > engine > > > > > on/off" feature/setting, I'd be much obliged. :) > > > > > > > > > > Thank you for your help. > > > > > > > > > > "Selocic" > > > > > > > > > > PS - I currently only have web access to these messages so > > please > > > > > excuse any delay in my responses. Thank you. > > > > > > > > > > > > > > > To unsubscribe send a message to > > > > > Carrara-unsubscribe@(protected) > > > > > > > > > > > > > > > Yahoo! Groups Links > > > > > > > > > > To visit your group on the web, go to: > > > > > http://groups.yahoo.com/group/Carrara/ > > > > > > > > > > To unsubscribe from this group, send an email to: > > > > > Carrara-unsubscribe@(protected) > > > > > > > > > > Your use of Yahoo! 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