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Sin-D
04-02-2004, 08:49 PM
I searched the forum but couldn't find anything related to this yet.

i have been doing still life for a while now but in my early steps with animations.

I like to know 2 things.

main thing is i create a bowlingalley, the bowlingball hits the cones (or whatever they are called)
I managed to do that and it looks quite good except for one thing, the bowling ball and the cones seem to be floating above the surface.
when i lower them just a tiny bit reactor let's them fall down through the surface. :surprised
How can i put them directly on the surface without them falling through it?

Here's a very early stage of the animation i rendered it quickly.

divx 5.11 500kb (http://sin-d.3dk.org/animations/bowling1.avi)

Second question is: How can i get the ball rolling at high speed without needing a steep box to let it roll fast.

i know what i said doesn't make sence so i'll show you a picture.

the picture (http://sin-d.3dk.org/cg/bowling.jpg)

As you can see i use that steep box to get the ball rolling but it doesn't come in handy, i've searched through the reactor help files tried alot of things but i just couldn't find it.

I bet it's probably something very simple. :hmm:

magicm
04-02-2004, 09:16 PM
...when i lower them just a tiny bit reactor let's them fall down through the surface.How can i put them directly on the surface without them falling through it?

There's an option inside the Reactor utility called Tolerance which basically reflects the distance between two objects at which Reactor thinks they are colliding.. This might sound stupid, but this is necessary because of floating point round-off errors that occur during calculation.. A value of 0 would cause most if not all objects to move through each other.. Try lowering this value (depending on scene scale) for better results.

Second question is: How can i get the ball rolling at high speed without needing a steep box to let it roll fast.

There are two things you might want to try (of which I'd suggest the latter):
- use a wind helper to push the ball away
- animate the ball to define the initial speed... Place a keyframe at frame 0, and at frame 10 (or any frame you want) move the ball to another position and create another keyframe. In the utility panel, setup Reactor to start its calculations at frame 11. This way you force Reactor to use the ball's current velocity.
I think you might even set those keyframes at -11 and -1 so you can leave the Reactor animation range unchanged.. not sure about that one though..


good luck ;)
- Martijn

Sin-D
04-02-2004, 09:22 PM
Thanks, your a lifesaver :bowdown:

I'll try first thing tomorrow. now it's sleeepy time :scream:

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