FXWars! Roller Coaster!: Laluneverte

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  10 October 2004
FXWars! Roller Coaster!: Laluneverte

Hey.

We join this contest as a team.

We are> laluneverte (helge), NTMonkey (lu), deepGreenJungle (aa.)

We are using XSI 4.0, and did our own custom build simulation setup.
This is the first simulation test whatsoever.

It is NOT supposed to be a real rollercoaster yet, just a test for
the dynamics. No keyframes used at all.

http://217.160.138.15/helge/rollerc...sim_test_01.avi (2 megs)

cheerio,

theTeam
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Helge Mathee, Fabric Engine Inc
 
  10 October 2004
what??? I didn't sign up for this crap... :P
 
  10 October 2004
Looks very promising!

Are the waggons banking in the curves?

André
 
  10 October 2004
Yes exactly.

We use a nurbs extrude using an additional upvector curve.
+ duplication along path.

Test setup.... (poles not connected to rails yet...)

__________________
Helge Mathee, Fabric Engine Inc
 
  10 October 2004
the next simulation test showing banking>

http://217.160.138.15/helge/rollerc...sim_test_02.avi

http://217.160.138.15/helge/rollerc...sim_test_03.avi
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Helge Mathee, Fabric Engine Inc
 
  10 October 2004
thats last avi had a very realistic simulation, cant wait to see some rendered stuff with the models!
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Just a newbie loving art & trying to learn!
http://www.ifeelstrange.com
 
  10 October 2004
Really nice. How do you drive the rc along your curve? Is it constrained to the curve and still reacting to forces?
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www.nico-rehberg.de
 
  10 October 2004
yeah.

basically we reimplemented a rigid body constraint, which is some sort of a path constraint including gravity simulation.

we have a speed value which changes over time, which is an interpolation of the following equasion per car:

if the angle between the curves tangent at the cars position and the gravity vector (which is negative Y) is more than 90 degrees, decrease the speed, if it is less, increase the speed (multiplied by the angle).

additionally, the constraint has a second curve, which we use as an upvector, so that we can control the banking on the track.
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Helge Mathee, Fabric Engine Inc
 
  10 October 2004
I'm doing something pretty similar in maya, since its rigid bodies let me down. It's not to practical, since you're limited to one path and it's hard to influence through other forces.
But it works.
I feed it into the uValue of a motion path and let maya do the banking.
Have the other cars their own simulation or just a offset to the first one?
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www.nico-rehberg.de
 
  10 October 2004
the big drawback of a softwarepackage "doing" the banking is that you don't have control over it... we want to include some twists in our track.... crazy stuff... ;-)

all of the cars are simulated and fixed to each other.
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Helge Mathee, Fabric Engine Inc
 
  10 October 2004
wow, thats looking really nice, I like the design in the first pic.
 
  10 October 2004
Helge,

I'm glad I didn't insist on using the software's dynamics system. I think we would have been fighting with it for a long time. Good call on writing our own.

Now we just need the designs for what you call "wagons".

And yeah, I'm with DeepGreenJungle. Next time, when I have another "Hey! Let's do this!" idea, just stop me.

peace,

Lu
__________________
Meng Yang Lu
3D Generalist
 
  10 October 2004
sure.

I know how to handle ya.

new test> little fast though...

http://217.160.138.15/helge/rollerc...sim_test_04.avi (5 megs)
__________________
Helge Mathee, Fabric Engine Inc
 
  10 October 2004
pylons

Hey here's a screenshot of a little thing I've been working on for this: procedural generation of support pylons based on the coaster's curve. Right now, I'm just generating curves that will referenced using our track generation/instancing system... so it ain't much to look at yet... but an idea of where we're coming from. The idea is to be able to open a blank scene, draw a couple of curves and a ground plane, click go and get a working coaster. The next step is maintaining the dynamic links from the curves to the geometry, so that the curves can be adjusted in the scene, and the track will updated to compensate. The final (and oh-so-delightfully over-engineered) step is to write another script that will generate the curves automatically, so you can just open a scene, click a button and get a working roller-coaster. Soooooo unnecessary. Soooooooo much fun.

Ok, I'm done with buzzwords that Helge feeds me, have a good night everybody.

 
  10 October 2004
Wow! This looks very promising!

"procedural generation of support pylons based on the coaster's curve"
Is this something self-written or is it something like a spacing-tool implemented in the XSI package?
So on each point of the track-curve a pylon will be generated with the pivot-point aligned to the point of the curve? How do you orientate them? Is XSI giving you the normal orientation of each spline point? Hmm... must be. Or how did you rotate each pylon?

Hehe, maybe you build a small database of loopings, curves at different angles, straight lines...
-> Select them into a list like you want, align and position them in the order of the list, evaluate -> track finished

André
 
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