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View Full Version : Simulation time offset in reactor on a per object basis???


Mr Fudge
03-27-2003, 01:03 PM
I have a wall of cubes. I asssign them all to a rigid body collection. I run the simulation and they collide with each other and the floor. But I want the cubes at the top to fall first. But when you adjust when the simulation should start it affects it globally. I tried keying the weight of each cube but it's not keyable.

Anyone know a way around this???

Thanks,
K

mouj
03-27-2003, 01:22 PM
Howdy !

somehow i think you might have problems achieving this effect; because you'll need all objects to be taken into the simulation, and because you cannot really drop an object on the floor and have there right from the start of your simulation (i mean that you have to simulate it drop on the floor)...

ok, i'm thinking about a couple things, you tell me if i'm crazy : )

first off, i'd say rather than keying weights, just make them rows of cubes a little heavier as you go up, i'd say make the top most row at least twice as heavy as the bottom one, then perform sim... but this won't make cubes collide one after another, just it might make them fall faster from the top.

maybe, if you've got plenty of time, you can actually try to manage your simulation on a nearly step by step basis (!): start by assigning only the to most cubes as yielding, and the others as unyielding, simulate it 'till these cubes hit the next ones, then stop sim, add more cubes, launch sim ... you get the idea. Never tested such a way of using reactor, don't know if it'll work or if it's completely crazy : ) (don't forget to turn "update viewport" on)

or, on the same idea, run the sim "as is" and then try to move keys on a per-object basis, offsetting keys might bring you close to what you're looking for.

then, i'm not sure of this one either, but maybe using some forces you'd be able to constraint your cubes, using drags maybe, and bind rows of cubes to different drag forces to slow down their motion..

don't know if this helps at all, keep us posted !

mouj

Mr Fudge
03-27-2003, 02:00 PM
There is no easy way to do it.

You came up with some good ideas, while give em a whirl.

It would be great though if you could just select an object and choose at which frame it was to become active in the simulation.

Thanks,
K

Stroker
03-27-2003, 02:41 PM
Seems to me that the top boxes would fall over first if they had less weight and less friction...?

Why not knock the top ones a few frames before the rest? For example, use a mostly vertical mesh (or whatever) that's slanted to collide with the top boxes first.

Although, I guess it kind of depends on how you are knocking them over.

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