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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
Reply:     1     2     3  

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! Groups is subject to:
>   > > > >  http://docs.yahoo.com/info/terms/
>   > > > >
>
>
>
>   To unsubscribe send a message to
>   Carrara-unsubscribe@(protected)
>
>
>
>
>
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