Subject: When will it happen? 2005-05-04 - By Anthony Ware
Back 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?
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