View Full Version : A bouncing tire using Motion Designer + MD_MetaPlug

06 June 2003, 11:17 PM
Just for fun:

Take 2:

06 June 2003, 11:41 PM
Hi Jen, you seems quite fond of MD. That rope with a hook animation that you did on your demo reel looks really cool. You mind posting some specs on the MD, the scene and objects settings, and how you set it up?

06 June 2003, 11:49 PM
pretty cool!
now lets see the rest of the car crash! :) all in MD!
hehe hmmm that could be a cool contest?

06 June 2003, 12:52 AM
That looks good.

The only thing that i would say is that car tyres are a bit more rigid than that. They wouldn't seem as rubbery as you have that one.

06 June 2003, 01:37 AM
Originally posted by Celshader
Just for fun:

Nice....but it has a little too much "jello" in it.

You should make a web page on how to use MD. We might not pay you, but we'd be grateful.


06 June 2003, 03:37 AM
wow...good job, any hints as to how you did it?

Triple G
06 June 2003, 04:02 AM
Originally posted by adrencg
You should make a web page on how to use MD. We might not pay you, but we'd be grateful.

Or better yet, a book! :drool: :buttrock:

Mike Pauza
06 June 2003, 03:43 PM

Your using a "cube modeling" technique which is a good thing. Do you have any inner springs set up "inside" the geometry or just substructure diagonals on the visible faces?

The large amount of wobble is really cool, but MD's linear only spring forces are going to give you stability problems at higher resolution simulations.

06 June 2003, 09:20 PM
Thanks, guys! You've given me much food for thought. :)

For what it's worth, here's a slightly more rigid calculation played back on a more complex tire mesh with treads and extruded text:

06 June 2003, 09:37 PM
Originally posted by Mike Pauza
Do you have any inner springs set up "inside" the geometry or just substructure diagonals on the visible faces?

What you see is what you get with the cage object -- a square polygon lathed around the Z axis. It's a hollow, 8-sided ring.

I used high Spring and Substructure values to maintain distances between points; high Shear and Compress Stress values to maintain angles between polygon edges and adjacent polygons; a slightly raised Viscosity to absorb force and make the tire cage less bouncy; a raised Weight setting to make the tire fall faster and hit harder and Weight+/- variation so that the points would have different weights.

To keep the tire from ice skating across the floor, I increased the Friction of the collision surface to 100. This forced the tire to roll if it wanted to continue its forward motion. I also increased the floor's Skin Thickness to make MD's collision detection happy and keep the tire from falling through the floor.

I set the gravity to -9.8 on the Y axis, and I increased the Calculate Resolution to 1000 for a nicer calculation. I also keyframed motion on the tire cage along the X-axis between frames 0 and 1 to "shoot" the tire along the X-axis. That's what launches the tire in the beginning.

After calculating the motion on the 32-poly tire cage, I played the MDD back on the high-res tire using MD_MetaPlug, with the tire cage as the "Cage" object.

*loves MD_MetaPlug!* :love:

06 June 2003, 09:49 PM
:drool: Loves Jen! Shhh..dont tell Dave! :)

Mike Pauza
06 June 2003, 10:51 PM

I can be REALLY dumb sometimes.

You were trying to tell me about the MD_MetaPlug the other day weren't you? It looks like it might solve a bunch of my problems.

Thank you very much for sharing.

08 August 2003, 11:39 PM
I'm completely new to MD so I thought I'd give it a try. Here's another bouncing tire.

bounce_tire.avi (DivX 5.0.5) ( (only 128 kb)

Facial Deluxe
08 August 2003, 03:49 PM
Jen, you're more than AWESOME ! :thumbsup: :beer:
I managed to reproduce the effect following your instruction.
One word : THANK YOU actualy it's 2 words

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