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thrive3
12-08-2007, 08:05 PM
Hi, I'm currently on a project that involves the explosion of clockwork. I was wondering if it was possible to have an object become dented when it reacts to other objects.

I played around with soft bodies a lot and can get a soft body to become dented by another rigid body by setting the "conserve" value low enough. But then I can't figure out how to get the rest of the object to react to the collision as a whole. I also cant get the entire object to react properly to things such as gravity (because the conserve value is too low).

My final goal is to get two objects to be pushed properly by gravity collide and both dent each other and then bounce off on their way.

Thanks

Aikiman
12-08-2007, 08:38 PM
Probably not that helpful for you but do you have nCloth? This would be able to do what you need.

thrive3
12-08-2007, 09:14 PM
Sorry I don't I'm still using the PLE. My class is cheap that way.

Is there any other way?

phix314
12-08-2007, 09:27 PM
Try doing the denting by hand with blendshapes and from there do the rest of the animation?

thrive3
12-08-2007, 11:43 PM
Thats when you model the dents into the objects and then add that deformation as a target that you can switch between right?

That would perhaps complete the effect but the idea is to model how a certain piece of machinery brakes due to an explosion. Thus I'm trying to not animate anything by hand. Sorry to be picky.

I've been playing around with springs in soft bodies and I was wondering if these springs could be made to replace the soft body target and dent correctly? (the springs unlike the target don't hold the center of the body in the same place)

Aikiman
12-09-2007, 05:11 AM
does it work if you have really high gravity values like 1000 for instance or even higher depending on your conserve.

thrive3
12-09-2007, 08:46 AM
Not working. The gravity seems to be pulling it at a constant velocity still and when the dent-able object hits anything else, the body collapses. Is there any way to get springs to want to reset to the length they are originally?

Aikiman
12-09-2007, 06:24 PM
your stiffness values will give you that control of your model returning to its original shape. Add some damping to stop it from jiggling and increase your solver over samples to stop it from exploding. For example stiffness > 50.00, Damp > 12.0, OS > 4 and return your conserve value to closer to 1 > (0.995).

Als
12-10-2007, 12:28 AM
I would consider making soft bodies with goal, so you can control how much you go out of shape ;)
By controling the goal you can always get back shape as much as you like...


Als

thrive3
12-10-2007, 12:46 AM
I would create a target but I need the entire object to move as a whole when reacting to outside forces when I make a target object the target object keeps the soft body in the same place.

I've run into a weird problem that I hope someone can explain. I've created a basic soft body cylinder and rigged up all the edges with springs set to the parameters you listed above Aikiman (the increase of OS really helped) and I can tell its going in the right direction, it just needs a little bit of tweaking to the particles and springs. But somehow it now just replays the frames 1 to 25 even though I have the playback range set to 500. I redid my work and now am sure it happens right after I try tweak the mass of the particles (that make up the soft body) with a ramp. I even undo the ramp but the soft body particles still reset after 25 frames.

Anyone know whats up?

thrive3
12-10-2007, 03:44 AM
Hey I got some more info if anyone is interested. Its not that the frames are starting over only that the soft object is reseting to its starting position after 25 frames (other rigid bodies I make continue on their way). Also it doesn't matter how far the soft body moves or how it just resets after around 25 frames every time.

thrive3
12-10-2007, 04:21 AM
Never Mind apparently the life span of particles is set off of infinity when you edit per particle attributes.

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