yoyo

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  08 August 2011
yoyo

Hi all.

Today, I started to use Dynamics, and got a "yoyo" scene.

sample
http://www2.11moon.com/sample_files/20110822/yoyo.mp4
http://www2.11moon.com/sample_files/20110822/yoyo.zip


It could work, but it is too complex to explain to my students. Then my question is, is there any other simple solution to get similar scene?

Thanks.
 
  08 August 2011
I'll be happy to find out any simpler ways to do this myself.
All I have experience with are different approaches that are at least as elaborate.

I have been struggling with a similar challenge working on a dynamic caterpillar track set up a few months ago. ( http://forums.cgsociety.org/showthread.php?t=988078 )

I ended up using a SoftBody Object instead of a Spline to do the dynamics simulation.

In your yoyo setup that would translate into something like :
- extrude the Spline, make it Editable.
- turn the Object into a SoftBody and play with the Settings, until it behaves like a rope.
- make it invisible.
- use a Matrix Object to generate Matrices on the Polygons of the Object.
- use a Tracer Object to connect all matrices.
- use a Sweep Nurb on the Tracer Spline to get some Geometry.

As I said,
at least as elaborate.

looking forward to see what others come up with,
this is such an essential task and it is always a lot harder than it should be to get good results.

hope that's useful,
douwe
 
  11 November 2011
Originally Posted by douwe: I'll be happy to find out any simpler ways to do this myself.


I have find better way. Much more simple, there is no connector, no spline dynamics, no XPresso on Dynamics. Only small XPresso is used to trace clones, to cover bug in MoGraph Tracer.

http://forums.cgsociety.org/showpos...41&postcount=21
 
  11 November 2011
no Connectors is nice.

this is roughly based on what i ended up doing :
http://screenr.com/1lKs

d

Last edited by douwe : 11 November 2011 at 06:33 PM.
 
  11 November 2011
Originally Posted by douwe: this is roughly based on what i ended up doing :

I think no.

Your way uses "Polygon softbody" which needs "Connector", "Selections" or "XPresso" to fix/link objects. And result is not good enough (position error around fixed/linked area).

My way uses "Clone softbody" which needs nothing to fix/link objects except DynamicsBody tag itself. Collisions between Rigidbodies (clone itself is rigid body) do all, same as real world.


Please compare my Object Manager to your Object Manager.


Last edited by tofuji : 11 November 2011 at 06:41 PM.
 
  11 November 2011
lol...
once again, i agree with you here, toshio.

Your solution is flexible, and superior to my (way too elaborate) setup.
Respect. I always learn a lot from your research.

/////////
I think the phrase "This is roughly based on what i ended up doing : http://screenr.com/1lKs" may have come across incorrectly.

"This" refers to my Screenr-video, which uses an approach similar to the tank-track set up I mention in my first reply.

I think you read it as me comparing your technique with the one I present in that video, which of course is not what I meant at all. The approach is obviously very different.

And even if it wasn't: I wouldn't go into a pissing contest with one of my heroes, ever.

d
 
  11 November 2011
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