Rayfire - free video tutorials course


#21

Thank you for the tutorials Hristo!!!

-Kimmo


#22

Thanks :wink: Wheneeeever I have some free time I’ll do more, there seems to be a ‘market niche’ heheh


#23

Hey Glacierise :bounce: some serious nice stuff here. Thanks a lot for them :slight_smile: :slight_smile: . It would be of some real nice help for beginners :scream:


#24

Heya Hristo!

Cheers for the set of videos - they’re very useful to get people working with rayfire quickly. Just a quick note, I was trying to use unwielding objects with physx and they weren’t working for me so I had to change to using impact objects. As you said in your video the problem is it won’t work with animation on that object with something like a character walking through it. It turns out that it’s the parenting that stops physx from working!

I did a simple test with a fragmented box and a sphere animating through it. The box was grouped and inactive using activate by geometry, the sphere was an unwielding object. It worked as you would expect. Next I tried parenting a box to the front of the sphere so it’d hit the fragments first. I removed the sphere from the unwielding objects list and added the box in. This time it didn’t work at all. Last I added the sphere back into the unwielding object list so both it and the box should work. Again the box just passed through the fragments but the sphere worked fine. It must be something to do with physx only using the local transforms of the object and not its world transforms - since the box is parented to the sphere it doesn’t move itself, it’s only inheriting the movement of the sphere it’s parented to. As a last part I ran martin breidts collapse tool (http://scripts.breidt.net/mb_collapse.mcr) which will bake an objects animation and unparent it. I ran the sim again and this time the box and the sphere both interacted with the fragments.


#25

There are few tips to avoid this.

  1. Set transformation key on parented object, just one, anywhere, in this case Physx will treat it as kinematik object, not static.
  2. Define this object as deformable, simulation will be slow, but PhysX will update it’s transformation each substep.
    Let me know how this will help you.

#26

There you have it by the man!


#27

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.