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View Full Version : Active Rigid Body + Radial Field = OUCH!!!


Mumf
05-22-2002, 10:05 PM
:bounce:

Blargh!

I have about 12 seperate pieces of geometry that I've set as Active Rigid bodies. In total they amount to 247 polys.

These objects are things like doors, tires and metal panels that I'm trying to blow off of a vehicle, using a Radial field.

I stick the Radial field right in the middle of the objects, so they blow outwards, tweak the Radial's magnitude a bit, then press play. I get through a couple frames - enough to see that it's working, then my computer grinds to a halt. I'm running a 1Ghz P3. How hard is it to blast 12 objects away from a point?

I can get to frames past frame 3, incredibly slowly, so it isn't an error on a specific frame, but an overall computing overload.

Is there something I might not be doing that is resulting in really inefficient processing? Those are the only things in the scene.

Thanks,

Mumf

svenip
05-22-2002, 10:21 PM
rigid bodies tend to run into problems when some pieces intersect. you can see this if you first deselect all and then hitplay. if you see surfaces becoming selected they intersect. this is bad. if not i don't realy see a problem. 12 objects shouldn't be a problem.

Mumf
05-22-2002, 10:47 PM
Hey Svenip.

I did have some intersecting geometry a while ago, but I've had that fixed for a while now.

I've been doing some tests for the past hour, and there must be something wrong with that scene. All my tests played really fast (using other geometry, in new, clean scene files), so there must be something causing trouble in that particular scene.

I'll keep digging away at it. If I have any success, I'll let you know.

If you have any other thoughts, I'd be glad to hear them.

Thanks,

Mumf

-wT-
05-23-2002, 06:24 PM
I've had the samekind of problems, once tried to form a pile of some cubes (around 20-30), but the rigid body computation got so slow even with just a few of them selected, that it was quite useless to even try...
I'm pretty sure the problem could be (somewhat) solved by changing the algorithm (Or whatever it was... well anyways "Runge-gutta adaptive" was the best of those), and maybe lowering the value of how many times it calculates the position in one frame, but all those mean lower quality, so I'm hoping I'm doing something wrong too?

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