|
|
|
#1 |
|
Registered User
Join Date: Feb 2005
Location: bogota
Posts: 24
|
Real Time Physics
Hi there!
I've been doing lately some R&D about this topic. I have got some results and i would like to share them with you, i'll be glad if you can give me some opinions and suggestions :bounce: All this were made using verlet integrals, and some maxscript inside scripted controllers. (Click Image) Experiment #1 Experiment #2 ![]() Thanks ![]() |
|
|
|
|
|
#2 |
|
Quadcore
Join Date: Nov 2004
Location: Pittsburgh
Posts: 872
|
Wow, really great stuff. I've messed with stuff like this before. I made a bobbing antenna on a car. But I never made anything this cool. Thanks!
__________________
"Everyone needs pants." -Buzzy |
|
|
|
|
|
#4 |
|
Registered User
Join Date: May 2005
Posts: 308
|
Hey my only crit...and believe me this is about all i can say cause i can't even begin to do this stuff, is that your weights are about right but the chain one seems to fall through itself a few times.
On a related note i was hoping maybe you'd be interested in helping me with something i came up with a few nights ago. Concerning deriving speed and spring compression from preset weights and spring ratios. I thought that it would be interesting to set the max units to feet, and scale a car to the exact measurements that it is in real life, then using the max measurements in the script to judge first how fast the car is going, second when brakes are applied how much the cars front would dive, and so on. If your interested or if its been done please PM me. |
|
|
|
|
|
#5 |
|
Registered User
Join Date: Feb 2005
Location: bogota
Posts: 24
|
Hi! Thanks guys
![]() Buzzy, well actually sometimes is hard to make the perfect binding between dynamics and rigs, because it's pretty hard to give some control of the simulation to the animator, it can become messy sometimes, for example if you use standard physics simulator like reactor to simulate a chain and a character needs to interact with it, the animator can get a lot of trouble trying to make the right colision between the character hand and the chain. Doing fine adjustments can become a terrible headache because the simulation has to be run everytime that a modification has been done. I'll try to make this system more animator friendly, let's see what happen .Bob Marley, for sure later on i can take some time to do it ![]() mizino, you are right man, that happens when i slide the timeslider too fast or backwards, i'm still not pretty sure why that is happening (it's not supossed to happen), i didnt have the same problem with pendulum, i'll need to check that better. It's interesting the car setup that you're thinking about, samedays ago i was also thinking about that, and i think that this verlet system can be used for stuff like that, using spring and static constraints within objects... I'll need to fix some details before trying to do it. mean while you could use spring controllers and some rigging tricks, i'll give it a try soon to give you a better advice. Last edited by phoelix; 07-11-2009 at 03:58 PM.. |
|
|
|
|
|
#6 |
|
Toast is Yes
|
Very cool stuff man.
In both examples they seem to sway around way too much though, at least doubling the gravity value (if you plugged one in) should better show the mass. Similar thing works with cloth as the default is something like -935 but if you set it to -2000 it looks a lot more realistic. |
|
|
|
|
|
#7 |
|
The Ninth
|
Well this is just amazing.
I would really like to see what you can do in a larger-scale work ![]() Great job man!
__________________
Threedy: Most Caring Staff Ever! <3 |
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|