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Re: Need Help with Physics Engine Animations...

Re: Need Help with Physics Engine Animations...

2004-01-21       - By pmiinalainen

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Reply:     <<     11     12     13     14     15     16     17     18     19  

Thanks Matt,

I just wish I could do it like this.
1. Insert cube and scale it to correct dimensions
2. Duplicate it to create 2000 instances
3. Create the physics animation
4. Select one of the cubes and choose replace
5. point to another, more detailed object.
6. carrara asks if i'd want to replace all the 2000 instances
7. i say yes and go to render.

or like this
1. insert vertex model and do a complex model, heck not even finish
it yet
2. go to assembly room and insert a cube and scale it to
approximately correct dimensions
3. insert a reference-helper
4. choose cube for low-res and vertex object for high-res
presentation
5. choose "use low-res option" for helper-object
6. duplicate your low-res model for 2000 times
7. apply the physics
8. select one cube, activating the helper and select high-res
9. carrara asks if i want to change to high-res for all the
duplicates. i say yes
10. render

It's quite time-intensive to go and replace the motion one by one,
or by adding a track modifier to each of the objects. :-(
If i have only 10 objects, i can do that. But if i have huge amounts
of objects, that is exactly when i don't want to use high-res
geometry nor copy-paste motions one by one... That's the very reason
for wanting option for referencing objects.

Another reason is, that i could create the animation before the
model is finished. It is very often that your client wants last
minute changes. It would be easier if you could create animation by
referencing external objects, just like i can do with amapi-bridge.
But some models need to be finished inside carrara for texturing
reasons etc. Of course, there are also work-arounds for this
problem, like copy-paste or the track-modifier method. But workflow
would be much easier with reference-objects.

petteri

--- In Carrara@(protected), "Matthew Schultz" <matt@(protected)> wrote:
> You can do this. Simply create your simplified objects and have
your complex versions track the movement of the simple versions. To
do this simply
>
> Create primitive cubes to represent the dominoes and apply physics
to the cubes.
> Compete the entire scene physics making your adjustments until you
get your desired effects.
> Now uncheck "enable physics" in the scene, this make it so physics
won't recomputed.
> Now use the track modifier on the high resolution dominoes to
track the movement of the low res dominoes.
> Uncheck "visible" for the reference (low-res) dominoes.
> Now it will appear that the physics are effecting the high res
dominoes. This way you will save a large amount of time computing
physics.
>
> Matt, Eovia Tech Support
>
>   -- -- Original Message -- --
>   From: pmiinalainen
>   To: Carrara@(protected)
>   Sent: Monday, January 19, 2004 11:37 PM
>   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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