View Full Version : need assist creating lead link for chain dynamic.
Skywalkerplanet 02-02-2007, 11:44 PM Hi!, I'm trying to create a chain, which is attatched to a handle which moves.
The chain consists of simple torus (torii?) whith an active rigid body solver on each one. With gravity they fall to the ground (passive rigid plane) and bounce, staying together and acting as a chain withuot any interpolation. So I have that part figured out.
What I need to know now is what kind of solver can I use for the handle which will be moving in circles, causing the entire chain to move in said motion. I tried doing a nail solver, but that is immoveable, and anytime I try to keyframe an active rigid body object, the rigid body solver fails. What's the procedure here?
Thank you so much for any help.
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Turn the handle onto a passive RBD and have collisions and it should work.
Oh and, chains might be tricky as RBD's.
So there's also a few other ways to cheat it, but if the chain isn't too long, RBD's should work.
Skywalkerplanet
02-08-2007, 04:39 PM
thanks, I'll try that and see what happens. As of now I've been manipulating the movement with vortex and newton fields as a compromise until I find out the technique to control it more efficiently. It will be interesting to see which has a more realistic snake/dragon movement. If possible I'll post a playblast if one should care to see it.
Nitsuj
Skywalkerplanet
02-08-2007, 06:21 PM
The links keep having "rigid body interpolation" I suppose this is what you meant by problems with RBD to make a chain. So... how to create one without, or stabilize the one I have?
You'll most likely want to raise the step size and collision tolerance, but the problem with this is that it's going to make it so much slower, so if it's already slow, it's gonna be worse, and you won't have much control over them.
Don't know what you're trying to use this for, but if you need to get this done for a project, i'd recommend trying out Maya's dynamic curve, you can use that to cheat the movement of chains, just put use a spline IK to move the skeleton so it moves the geometry.
Skywalkerplanet
02-09-2007, 06:57 PM
So, I have researched and implimented the dynamic curve option, and I have to say, even thought it is a little random, and difficult to control, it is easier to control than a rigid body chain using only fields. The motion is much more whimsical and free. Now, I only have to figure out how to attatch geometry to the moving curve so it will move.
any hints on how to do this? What I have a poly shapes as sections of the main body, a poly head, and a NURBS tail section. In all about 20 sections spanning the length of the dynamic curve. how do I attach those? It's not at all like attaching them to a joint...
yenvalmar
02-16-2007, 07:45 AM
but i dont know if you want the pieces to be rigid or to bend, the wire deformer will make them all bend. (very nicely too!).
alternately you could put the dynamic curve as a spline IK curve through a joint chain, then you will see a skeleton chain following exactly your curve's motion. so you really COULD parent the geometry to joints, if they were supposed to be chain pieces that remain rigid. thats what ratman is talking about.
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