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Reality3D
02-23-2003, 03:35 PM
I was trying finally max 5 reactor, and with a simple test like this
http://www.telefonica.net/web/r3d/dyn.avi (standard codecs) failed miserably 8). I put the stick as unyield object, put them with reasonable units(centimeters) and the same with their masses, world scale and tolerance. Suggestions :? Thanks

gaggle
02-23-2003, 09:17 PM
I don't have enough experience with Reactor to be able to go in and say what setting needs tweakage, but that really seems like such a simple thing to simulate that the helpfiles ought be able to help you?

Maybe load a few example-scenes as well to see how they're set up?

Reality3D
02-23-2003, 10:25 PM
I wouldn't have asked this if i haven't read the manuals entirely and load the samples(none has unyielding properties btw)

Reality3D
02-23-2003, 10:46 PM
Ah, for more info I tried increasing the substeps/key and the Updates/frame (for unyielding bodies) spinners

gaggle
02-23-2003, 10:48 PM
Oh, and that helped? Hm whodthunkit :)

Sorry for assuming you hadn't read the manual btw :blush:

Reality3D
02-23-2003, 11:01 PM
No, that didn't help 8)

BrandonD
02-24-2003, 12:36 AM
Did you assign them to the same RBD helper? If not, they won't know that they "can" collide.

Reality3D
02-24-2003, 01:13 AM
Of course Brandon(if you see the avi, some kind of colision occurs).

Reality3D
02-24-2003, 01:28 AM
I have upload the scene if someone wants to play with at
http://www.telefonica.net/web/r3d/reactor1.max (45 kB).
It's strange thar if I put gravity at 0.0 no collision occurs(i have put off the energy deactivator). Thanks in advance

AXE
02-25-2003, 08:09 AM
unyelding objects should be "still" (for example, a plane that simulates the ground and some objects fall and bounce over it).

Reality3D
02-25-2003, 12:03 PM
unyelding objects should be "still" (for example, a plane that simulates the ground and some objects fall and bounce over it).
No, for that purpose you put a 0.0 mass to an object.When an object has a mass of 0 kg, reactorconsiders it to be fixed, and it cannot move.

Unyield objects are designed to carry their keyframe animation and objects of the rigid body collection(in this case) interact(collide) with him

MFreywald
02-25-2003, 04:13 PM
I personally thought that unyealding meant it didn't react to reactor dynamics per say. For example I have used unyealding to some degree in animating a hose attached to a airbrush nozzel. Since the whole object goes into a Rope collector but you use the rope modifier on the vertices you want to be ropped. I have it set that unselected vertices are unyealding in the properties panel. Then select all the vertices except two at each end. This way the hose anchors itself to a box I have out of scene and the nozzel. Without unyealding at the two vertices where the hose inserts into the nozzel it would clip through the nozzel attachment when it moved around.

Dave Black
02-25-2003, 04:47 PM
I made a new scene and got unyielding bodies to do what they should do.

I reviewed your scene, but I did'nt find any of the usualy suspects.

My advice:

Try it again.

I made it work in my new scene. Zero G. Not a prob. My theory is it has something to do with your unit scale, but I it looks like it should be ok...

-3DZ

:D

Reality3D
02-25-2003, 05:40 PM
Hmm, very strange.In your scene you use only rotational movements for the unyield body?.would you mind sending your test scene 3DZealot?

Reality3D
02-25-2003, 08:49 PM
Hmm, it seams like reactor doesn't take in account the rotational movements of the unyielding bodies. If I animate the position track a little bit works reasonably. Anyone can confirm it?

Dave Black
02-25-2003, 09:31 PM
Sorry for the long wait, man, been busy today.

I only used rotational trasforms to get the objects moving.

Here's the file I was playing with:

http://www.3dzealot.com/DownLoads/Reactor_Unyield.max

I'm not sure if i've really helped much, but this scene does have a couple of objects colliding in zero G. One is unyielding, and the other is just a standard rigid body. There still is some wierd collision issues. I think it may have something to do with the velocity of the unyielding object's movement...

Have a look, maybe it will give you some ideas.

Hope it's of some help.

-3DZ

:D

Reality3D
02-26-2003, 07:27 PM
Thanks 3DZealot. Your example collides , but there are still some issues. From my experiments, is best to mix positional and rotational movements to achieve better result in unyielding bodie colissions. I have made a testhttp://www.telefonica.net/web/r3d/dyntest2.avi that shows(at least to me) the hidden potential of reactor. If anyone wants the .max ask for it

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