  | | | Subject: Dynamics Oddity... | Subject: Dynamics Oddity... 2003-12-14 - By Scott Hankel
Back Thanks all!
It was the Normals...
I should have guessed that after doing some extensive modeling late last nite after I posted the question.
Thanks again!
- Scott h.
on 12/14/03 3:34 AM, Karsten Bitter at tencars@(protected) wrote:
> Yes, > normal direction would be my first guess too, > but about your curve from Illustrator: > if you're uncertain about it, just use it as a template > and draw a similar (Maya)curve on top of it > and try with that one...(and again, check for the normal direction > on the resulting surface). > > regards, > Karsten > -- -- Original Message -- -- > From: "Richard Brak" <r.brak_pb@(protected)> > To: <maya@(protected)> > Sent: Sunday, December 14, 2003 10:48 AM > Subject: Re: Dynamics Oddity... > > >> Are the tires normals pointing outwards? This can cause problems. >> >> Richard. >> >>> Here's the situation: >>> >>> I am creating a tire that is bouncing off the ground. >>> >>> Creating this should be simple as pie. >>> >>> I created my profile of the tire, revolved it and kept it a NURBS >>> body. I >>> deleted history off of the new NURBS object which is now in the shape >>> of my >>> tire. >>> >>> I created a ground plane along the XZ axis and I raised the tire above >>> the >>> plane. >>> >>> With the tire selected I added a Gravity field. I made the ground a >>> passive >>> rigid body. >>> >>> I let the simulation play. >>> >>> The tire falls and hits the ground and sticks there. Since this is a >>> tire I >>> need it to bounce. So I increase the bounciness of the rigidbody node >>> that >>> is on the tire to about 1. >>> >>> I play back the simulation and the same thing occurs. >>> >>> I increase the bounciness to 2. >>> >>> Now when I play the simulation back the tire falls, and when it hits >>> the >>> ground it disappears. >>> >>> Here is the thing... >>> >>> When I create a simple NURBS object, a cylinder, a sphere, a cube or >>> whatever and hook it up to the same gravity field, it behaves as >>> expected. >>> The object falls and bounces just as one would like it to do. >>> >>> So here's my question, why can't the tire behave like the primitive >>> objects? >>> There is nothing special about the tire. I even revolved it as a >>> polygon >>> object and the same results occur. >>> >>> Any ideas? >>> >>> I am running this on my Powerbook G4, 1Gig of RAM, Panther as the >>> operating >>> system. I have gone through the entire Dynamics book from Alias >>> without a >>> hitch. So I am confused as to why this seemingly simple thing behaves >>> like >>> this. >>> >>> Now one thing which should not be a factor but maybe it is... I made >>> the >>> tire profile in Illustrator and imported into Maya. Since the new >>> version of >>> Illustrator does not allow you to save out as older eps's anymore you >>> are >>> stuck using the straight Illustrator(.ai) import which seems to work >>> fine. >>> But maybe this somehow screws up how the geometry needs to behave for >>> the >>> dynamics engine to work. >>> >>> Any ideas? Any work around for this? >>> >>> >>> - >>> Scott h. >>> >>> >>> -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- >>> List-help: <mailto:listar@(protected)?Subject=help> >>> List-unsubscribe: <http://www.highend3d.com/maya/listserver/> >>> List-subscribe: <http://www.highend3d.com/maya/listserver/> >>> List-archive: <http://www.highend3d.com/maya/archive/> >>> >> >> >> -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- >> List-help: <mailto:listar@(protected)?Subject=help> >> List-unsubscribe: <http://www.highend3d.com/maya/listserver/> >> List-subscribe: <http://www.highend3d.com/maya/listserver/> >> List-archive: <http://www.highend3d.com/maya/archive/> >> >> > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > List-help: <mailto:listar@(protected)?Subject=help> > List-unsubscribe: <http://www.highend3d.com/maya/listserver/> > List-subscribe: <http://www.highend3d.com/maya/listserver/> > List-archive: <http://www.highend3d.com/maya/archive/> >
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