View Full Version : collisions
King rOb 05-24-2004, 03:32 PM hia guys
I was wondering if anyone out there can help solve a problemo.
I have a series of small cylinders, placed in a grid formation that I want to drop over a series of polymeshes so that when each cylinder comes into contact with one of these polymesh objects it sits on top of it and stays at that height.
Basically I'm trying to get them to detect some sort of collision. is this possible?
I've attached a simplified diagram to show what I mean. then next step on from this would be each cylinder lying on the surface below it!
http://www.seedanimation.com/cgtalk/question.gif
I'm using XSi 3.5
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you could use constraint bounding planes, shrinkwrap (quite good for "collsion detection" for feet etc., expressions or scops to set limits, soft bodies set to replicate rigid as possible or sue as dummy parents, etc.
(RBDs in v4)
King rOb
05-25-2004, 03:15 PM
cheers, thats a lot of different things to try.
thanks loads
rOb
foxco
05-25-2004, 07:00 PM
if you have a hold of XSI 4 i know that it has rigid body dynamics and you can set gravity to those spheres and collision to the grid. it could work right,but maybe not too, ive not had a chance to try it out yet..just a thought :D
cheers
/Chad Fox
Swami Gattas
05-26-2004, 09:32 AM
Quote:
"Education is no substitute for inteligence and common sence.
Just cause you get an "A" doesnt mean you know what your doing."
Ahhh! But education might have taught you how to spell "Sense" lol :D
I don't know how it's done in the XSI world yet but in maya you'd make them rigid bodies which turns on collisions , add a gravity field and therefore the result would be what you are looking for. Look around in the SImulate Tab (tap on the 4 key) and look around for it.
If I were you I'd look for a tutorial on dynamics; there's a sticky thread on tutorials in this section. Ed Harriss and quite a few other people have been kind enough to provide links to many tutorials, who knows, maybe you can find one that fits your needs :D
foxco
05-26-2004, 04:18 PM
hahahahahah i must have changed my signature at like 4 am.. thanks for the spell check hahaha
as for your answer swami, rigid bodies is in xsi 4, i just dont know if the objects would go strait down or fall around:shrug:
/fox
Swami Gattas
05-26-2004, 10:51 PM
Hahahaha :D yeah I post at high hours of the night as well. Well if rigid bodies actthe same way as they do in Maya, then the collisions problem is resolved, the "fall down or stay up" problem comes down to one thing: Gravity.
You will probably have to simulate a gravity field or get gravity as a force inside the software, and then press play on your timeline play control so u can see the results of the interaction.
Small word of advice however: depending on the horsepower your machine has this display will either be sluggish or fluid, and the accuracy varies depending on calculation, it is mostly random ocurrances for the most part, but the beauty of this is if you´re more or less happy eith your results this can all be "baked". Also, since you have many of the same objects it might be a good idea to resort to "instancing" to save a little memory while you're working.
thebigMuh
05-26-2004, 11:48 PM
You can do this just fine and quite fast in XSI 3.5.
- Select all the cylinders.
- Go to the simulate panel, and click Create->Soft Body
- In the SoftBodyOp properties (with all the cylinders still selected), choose the "Bowling Ball" preset. Under the Soft Body tab, lower the mass to 5 or so.
- In the Simulation tab, increase the iterations to at least 20.
- With still all cylinders selected, click on Modify->Environment->Set Obstacle, click on your colliding object (the grid with the extrusions), and right click to end the session.
- In the obstacle properties, change the type to Actual Shape instead of B-Box, raise Friction to 1 and lower Elasticity to 0.
- With still all cylinders selected, click on Get->Force->Gravity, and then Modify->Environment->Apply Force and click on the gravity, so all cylinders are influenced by it.
- That's it. Click on play to watch the cylinders fall down and stop at the obstacle. Should some of them hover above the obstacle, you have to increase the iterations per frame.
Ciao, ¡muh!
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