View Full Version : Reactor question
plaguelord 01-25-2003, 08:11 AM hi, i'm trying to make an amulet fall and move around a neck, like blizzard do in his animations, but in can make the simulation of each objects, using softbody, rope, or rigid body collections, but i can't mix them. what can I do? help!:annoyed:
the red circles are the problem areas.
thanks
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Aaron Moore
01-25-2003, 09:04 AM
why not set everything up as a rope/chain? then you could easily have a node come off of a segment to attach the stone. err clearly I shouldn't be replying if I have no idea what I'm talking about...
/me gets out of this thread quick..
actually.. what happens to the red circle areas? what seems to be the problem?
plaguelord
01-25-2003, 10:35 AM
the problem in the red areas is I can't make joints/union, I don't know how I can attach the end of a rope modifier to a specific vertex or mesh of a rigid body.
Maybe I can convert all objects to a single mesh, and add some modifier, but I have no idea what modifier I can add or if that can work.
MFreywald
01-25-2003, 06:39 PM
I had basicly the same problem with an animation I made of an airbrush spray painting text on a wall. The key is to use the edit mesh modifier then select the vertices you want to connect to a rigid body then use a rigid body modifier on it (even though it's in the rope group) to attach to a rigid body. You might wanna post this question on Discreets forum under Reactor. The guy that does most the answering there helped me EMMENSLY when creating my animation. All the way to the point of taking my scene and correctly attaching the hose to the nozzel for me.
One more side note. I remember having to somewhat move the keyframes for the rope up one frame for it to look right. Something to do with reactor moving the rope before the actuall move of the rigid body.
plaguelord
01-25-2003, 07:30 PM
Thanks! I make some test and post the result here later:thumbsup:
plaguelord
01-25-2003, 08:00 PM
Well, I can't do it. Maybe it's too advanced for my:thumbsdow
I post and image of the stack. I put on the laze around the neck. But the results for this are unpredictable...
MFreywald
01-25-2003, 10:24 PM
Hmm..looks more or less correct. But there quite a few more areas to check. One is the properties in the Reactor utility. Each object within a Reactor group will have it's properties set there. Just select the object you want to edit and then check the properties rollout in the utility. If you want I can take a look at your scene and make any adjustments needed (that I remember) and reupload it here. Make sure you save the scene BEFORE any simulations have been run. I'll need it free of any keyframes aside from the ones not made with reactor. In other words, Any reactor generated keyframes will be too late to make any adjustments on.
plaguelord
01-25-2003, 11:12 PM
I already check that, in the reactor properties I put 0 mass for static objects and 1 for the rigid bodys, also I put User mesh for the collision detection, maybe if I can download a example file or a good tutorial of a necklace or chains...:shrug:
p: another question, I can make a flag and attach the base to the pole, but what happend if I want to move the pole trought tradicional keyframed animation and later use the simulation for the flag? it's works?? :surprised
MFreywald
01-26-2003, 01:48 AM
There are some tutorials included with Reactor. The one with the ponytail might be close to what your looking to do.
As far as the flag deal. I really cannot say with certainty what will happen. But from what I remember and understand (very little actually). The keyframes created by the simulation are absolute based not relative based. So if you moved the pole, the flag would end up staying in the same place. I may be wrong. But I believe thats the way it works. Thats why it's important to have all the max keyframes set up before using the simulation to make the reactor keyframes.
plaguelord
01-26-2003, 01:50 AM
I make it!!!:applause: But with a mayor change, now the collar is made of a few chains, but I can keep the gem in the middle, here I put an animation example:
www.ancestral.estudioiris.com.ar/collar.avi
Now only left a simple task, I the chain I have 2 fixed links, and I want those links move with the chest of the character, and of course the rest of the chain. How I can do that? I can link the fixed links to a dummy? and animated the the dummy? please enlighten me!
MFreywald
01-26-2003, 01:55 AM
Exactly. attach the 'links' to a dummy object then link the dummy object to the chest.
plaguelord
01-26-2003, 02:02 AM
freywald, I check all tutor from reactor, and there is nothing on mixing cloth, rope and rigid!
as I said in my post, only one big problem remains, make the fixed object of the reactor animation move with another basic objects.
But reading your post I see this will be a really challenge!
plaguelord
01-26-2003, 02:50 AM
I can mix my key framed object with reactor objects. But the problem is this:
www.ancestral.estudioiris.com.ar/testchain.avi
The chain tend to break himself and explode into pieces :surprised , maybe the friction or some parameter are wrong? any idea?
MFreywald
01-26-2003, 07:35 AM
hmm..from the looks of it. Some of the links arn't attached correctly to each other. I'd have to see the whole scene in max to actually determine the exact problem(s). There's too many variables for me to nail it down for ya. But first off I'd check to make sure all the links are actually using the attachtoRB modifier to link to each other. Or you could try just making sure each link is inside the hole of the next link. Also try doing a check convex on each link to make sure your using the right proxy.
plaguelord
01-26-2003, 08:17 AM
thank you very much for your help frey!
here's the file
http://www.ancestral.estudioiris.com.ar/chain.html
I try everything, change the mass, friction, subkey. and nothing works....:annoyed:
plaguelord
01-26-2003, 10:16 AM
I'm almost done! I change the world scale and gravity and now I can move the armor and the chain-amulet move well around it, and follow the object too. but the first links of the chain, of each extreme, fall and dont follow the fixed links... why??? reactor why???????!!!
I must solve this before I get crazy...
:argh: :argh: :argh:
Chris Thomas
01-27-2003, 01:08 PM
sometimes when you have an object resting against another it helps to increase the substeps/key value. The often helps where collision detection is a little reopey or where models just slowly slip through each other. Also it can help in sims that are "exploding". Mind you, it does slow the solve, so increase a little and test if it helps, then find the level that suits you.
plaguelord
01-27-2003, 04:29 PM
thanks jmonkey! I'll try this today. But I don't remember now if I already tried with increased substeps. I hope this trick works!
:lightbulb
plaguelord
01-28-2003, 01:25 AM
I DID ITTTTTTTTTTTTTTTTTTTTTTTT!!!!!!!!!!!!!!
http://www.ancestral.estudioiris.com.ar/video/collar3.avi :bounce: :bounce: :bounce: :bounce: :bounce: :bounce: :thumbsup:
substeps 45.
And the main problem was the world scale and collision tolerance!
this night I will sleep so good...!
Chris Thomas
01-28-2003, 03:24 PM
reactors collisions remind me of the armour from DUNE, fast blades are deflected, whilst the slow blade gets through....
good to hear you got then in the end ;)
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