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Tooncinatore
07-30-2003, 07:02 PM
Ok, I'm trying to give a model I made some simple animation using reactor's toy car. When I perform a simulation with the toy car DISABLED, then everything falls on top of eachother as would be expected (the Chassis collapses on the wheels, which aren't really attached to the body of the car) etc.

However, when I turn the toy car on, the whole mesh bounces and spins around and then kind of explodes into oblivion. The mesh I'm using is rather complex, and I've tried using the reactor Attatched to Rigid Body modifiers for the objects on the chassis....does anyone know what's going on?

Btw, I disabled all wheel/wheel collisions and all wheel/chassis collisions and I set the collision threshold to about .2 (the model scale isn't very big).

mouj
07-31-2003, 01:02 AM
Hey there,
have a look here (http://fouef.free.fr/gfx3d/toycar.htm), i know it's all in french but it should be pretty understandable with the images : )
If i remember right, what you're discribing can happen when the substeps/key parameter is not right, and when the distance between the ground and toy car object(s) is too small.

mouj

Tooncinatore
07-31-2003, 11:52 PM
Hey thanks, but I think I *might* have figured it out. I actually modeled some of the grooves in the tire...not really grooves, but points or whatever...the point is, for each of the wheels I turned on use bounding sphere instead of use mesh and it seemed to work...maybe the grooves (we're talking about tires that I want to haul a very heavy armored car) were very large and making the physics engine go crazy =D. Thanks!

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