Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Subject: Cameras
Subject: scaleDown command
Subject: black out solved
Subject: Aircraft Tutorial
Subject: Mathematical XYZ ?
Subject: Re: Its done This vs That
Subject: Re: Its done first week
recommendations for screen video captures?
Subject: 3DExplorer "Oddity "
Subject: Re: New Director
Subject: ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
Subject: RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Subject: Re: Texturing
Big Break Contest Videos
Subject: New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Subject: Plasma?
Looking for Inspiration
Subject: Weird EMail Q
Subject: Re: It 's done first week ?
Subject: Cherry not cranberry
Subject: Re: New game
Camera Animation Problem
Subject: Particle plugins?
 
Subject: When will it happen?

Subject: When will it happen?

2005-05-04       - By Anthony Ware

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

I don't have tS in front of me right now, so I'm doing this from memory
and might get the names slightly wrong. The 'mixer' scene that comes with
tS does pretty much what you describe - a tilted and rotating box with
three spheres bouncing around inside, so you might like to take a look at
that for inspiration.

1) If using spherical object in physical simulations, always use a
geosphere and not a regular sphere. They work much better due to their
geometry.

2) In the physical sim properties there is an option to calculate using
faces or faces and verts. Select the faces and verts option as this
increases accuracy though at the expense of speed.

3) In the physical sim properties try either de-selecting constant time or
selecting constant time and increasing the timestep value. This affects
the number of samples per frame of animation. With constant time off, tS
makes a pretty good guess at how much work it has to do to catch a
collision. With constant time on, the timestep value tells tS how many
samples to calculate for each frame. The lower the timestep, the faster
the calculation but the more chance there is of missing a collision,
particularly with fast moving objects. The higher the timestep, the slower
the calculation but the more accurate it is.

Anthony


> Now, onto something on topic: Regarding physics, I have been experimenting
> with objects bouncing around inside another object.
> Say, a small sphere bouncing inside a shelled cube. If I rotate the cube,
> and the ball(s) hit the cube faces at a near parallel angle, the balls
> slip right out of the cube. Even if I quad divide the cube, same thing
> happens.
> What can I do to keep this from happening?


__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______
****************************************************************************
********
This message has been checked for all known viruses by the Cable & Wireless
E-mail Virus Protection service, powered by MessageLabs.

To purchase this service, please contact your Cable & Wireless Account
Manager.
****************************************************************************
********