person01
02-16-2006, 03:36 PM
I have a rigid body (rigidMain) connected to a hinge, when the wind blows rigidMain swings on the hinge.
I am trying to simulate a pully on a rope connected to another rope connected to the end of rigidMain. So I made a second rigid body (rigidPulley). rigidPulley is placed at the end of rigidMain, halfway between rigidMain and the ground. Then a spring attaches rigidPulley to the ground, and another spring is attached to rigidPulley which is constrained to the end of rigidMain. Thus when rigidMain swings out, it pulls on the spring connected to rigidPulley. I hope you can envision this. It works fine until the whole thing is animated. When the whole setup is animated it appears that rigidPulley starts to affect rigidMain in an unforseen way, it basically starts pulling rigidMain off of its hinge constraint.
So I deleted unneeded connections to rigidBody transform nodes on rigidMain and the problem went away, then I later added more springs connected to rigid bodies and the problem recurs... Not only does it recur, but returning to the previous working state does not fix the problem. The only way to get rid of the problem is to break the constraint binding the rigidPulley spring to the end of rigidMain...
I also tried using two nail constraints instead of hinge, doesn't solve the issue.
Strangely, the issue occurs even if the rigidPulley is not directly constrained to rigidMain via a spring. For instance, if a locator1 is parented into the rig, then aim constrained to rigidMain, and a second locator2 is rotated via an expression deriving its rotation from locator1, and a rigidPulley is created which has springs point constrained or parented, to locator 2, rigidMain will STILL bounce funky on its hinge constraint, even though there are no springs directly constrained to it...
So the problem seems to be having a rigidBody spring constrained to any object somehow deriving its position from rigidMain.
Any ideas on how to resolve this issue permanently??
I am trying to simulate a pully on a rope connected to another rope connected to the end of rigidMain. So I made a second rigid body (rigidPulley). rigidPulley is placed at the end of rigidMain, halfway between rigidMain and the ground. Then a spring attaches rigidPulley to the ground, and another spring is attached to rigidPulley which is constrained to the end of rigidMain. Thus when rigidMain swings out, it pulls on the spring connected to rigidPulley. I hope you can envision this. It works fine until the whole thing is animated. When the whole setup is animated it appears that rigidPulley starts to affect rigidMain in an unforseen way, it basically starts pulling rigidMain off of its hinge constraint.
So I deleted unneeded connections to rigidBody transform nodes on rigidMain and the problem went away, then I later added more springs connected to rigid bodies and the problem recurs... Not only does it recur, but returning to the previous working state does not fix the problem. The only way to get rid of the problem is to break the constraint binding the rigidPulley spring to the end of rigidMain...
I also tried using two nail constraints instead of hinge, doesn't solve the issue.
Strangely, the issue occurs even if the rigidPulley is not directly constrained to rigidMain via a spring. For instance, if a locator1 is parented into the rig, then aim constrained to rigidMain, and a second locator2 is rotated via an expression deriving its rotation from locator1, and a rigidPulley is created which has springs point constrained or parented, to locator 2, rigidMain will STILL bounce funky on its hinge constraint, even though there are no springs directly constrained to it...
So the problem seems to be having a rigidBody spring constrained to any object somehow deriving its position from rigidMain.
Any ideas on how to resolve this issue permanently??
