  | | | Re: Need Help with Physics Engine Animations... | Re: Need Help with Physics Engine Animations... 2004-01-21 - By Matthew Schultz
Back You can do this. Just compute the physics and then uncheck "enable physics" in the scene. You can also transfer the physics to key frame animation by changing the motion type after you have computed physics.
Ill be more than happy to explain in more detail if anybody wants to read it.
Matt
-- -- Original Message -- -- From: Andrew Turner To: Carrara@(protected) Sent: Wednesday, January 21, 2004 4:06 PM Subject: Re: [Carrara] Re: Need Help with Physics Engine Animations...
What would be REALLY nice would be if the physics calculation could be done once - and only once - so long as no other thing that affected the physics routine changed... seems a tad silly to have to recalculate physics because the .camera. moves..
This way, too, we could jump to a point anywhere in the animation without having to wait.
And better yet, change textures and lighting... hm...
From: "Matthew Schultz" <matt@(protected)> Reply-To: Carrara@(protected) Date: Wed, 21 Jan 2004 15:27:08 -0800 To: <Carrara@(protected)> Subject: Re: [Carrara] Re: Need Help with Physics Engine Animations...
You could but I actually think that may end up being more cumbersome. With the modified cubes you would be stuck with the physics movement from that point forward. If you wanted to change an aspect of the movement you would need to perform heavy calculations.
If you use the method I suggested you can always modify the simple objects placement and make much quicker changes in the physics. In the end it will take a little longer to set up but it will save allot of time when you are actually working on the file and rendering it (remember physics has to recompute during rendering in most cases).
Matt
-- -- Original Message -- -- From: David Bell To: Carrara@(protected) Sent: Tuesday, January 20, 2004 2:48 PM Subject: Re: [Carrara] Re: Need Help with Physics Engine Animations...
Matt,
If you cloned all the dominoes from the same master vertex cube, could you go into the vertex editor later and replace the simple cube with a more detailed one thus replacing them all in one blow? (And if the textures were different that should work out too ... wish I had the time to try this.
Just a thought.
Yours, David __ ____ ____
Nordwind53@(protected) David E. Bell __ ____ ____
-- -- Original Message -- -- From: Matthew Schultz To: Carrara@(protected) Sent: Tuesday, January 20, 2004 5:55 PM Subject: Re: [Carrara] Re: Need Help with Physics Engine Animations...
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/ > > > >
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