RE: Rigids bodies and intercollision.

Date : Fri, 28 Oct 2005 23:39:10 +0100
To : <XSI(at)Softimage.COM>
From : "kim aldis" <kim(at)cg-soup.com>
Subject : RE: Rigids bodies and intercollision.
Also - and this one made me laugh. Or cry ;) - don't parent your rigid
bodies. It really messes with them.  

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Jeffrey Smith
> Sent: 28-October-2005 17:46
> To: XSI(at)Softimage.COM
> Subject: RE: Rigids bodies and intercollision.
> 
> Sylvain has the right idea here.  Actual shape collisions 
> like rich, dense tesselations, so upping the subdivision is 
> always a good start.
> Also, the detail level rarely needs to be set above "medium." 
>  Higher settings can capture more intricate details of an 
> object, but won't increase stability noicably.
> 
> I'd try upping the number of substeps to something like 20, 
> and see if that makes a difference.  You could also place 
> some of the bodies in different collision layers, so they 
> will not collide with each other at all. Finally, you could 
> use proxies for visualization; i.e. scale down your rigid 
> bodies a bit and then parent slightly larger geometries (not 
> rigid bodies!) underneath them.  This way it will look like 
> your geometries interlock tightly, but there will actually be 
> sufficient space between them to prevent explosions.
> 
> -jeff
> 
> 
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Sylvain Moreau 
> Posted At: October 28, 2005 11:59 AM Posted To: xsi
> Conversation: Rigids bodies and intercollision.
> Subject: Re: Rigids bodies and intercollision.
> 
> 
> Two parameters you should try:
> 
> Rigid body properties -> Subdivision level Increase this 
> level is similar to having a high res mesh but is more 
> performant than a real high res mesh. Very useful if you 
> start with low res geometry.
> 
> Modify -> rigid body -> edit simulation properties -> 
> simulation accuracy This is the control for temporal 
> sampling, how often do you calculate the sim state, once 
> every frame, 16 time per frame, 100 time per frame, etc. If 
> you have an explosion and a lot of stuff happens between 
> frames you may need a high value here.
> 
> Finally don't use the "coffee brake" option. With rigid 
> bodies simulation "longer" is not always "better". If it 
> takes an hour every time you change a parameters you will 
> most likely get bad results by the end of the day. Find a 
> reasonable performance level, run many sims, pick the best one.
> 
> 
> syl
> ~~~~~~~~~~
> wotomoro.com
> 
> 
> ----- Original Message -----
> From: "Harry BARDAK" <harry(at)def2shoot.com>
> To: <XSI(at)Softimage.COM>
> Sent: Friday, October 28, 2005 9:54 AM
> Subject: Re: Rigids bodies and intercollision.
> 
> 
> >i was aware about using cube instead of plane. But my 
> problem isn't on this 
> >box/plane.
> > In fact i would like to know the distance where i should 
> place all my 
> > object without to get my object exploding
> >
> > Rainer Schmidt a écrit :
> >
> >> Maybe you can make a denser mesh?  And I did not use a plane in my 
> >> previous example. Plane's are 'evil'. Always use a box, 
> regardless how 
> >> thin it migth be. My stuff always falls through planes 
> except they are 
> >> ridiculously dense.
> >>
> >> Harry BARDAK wrote:
> >>
> >>> If you re read my first mail collision type was set to 
> Actual shape with 
> >>> high details.
> >>> I guess i will get a big headaches tonight !
> >>>
> >>> Rainer Schmidt a écrit :
> >>>
> >>>> Also set the collision shape to the real geometry and not to the 
> >>>> bounding box or the other aproximate shapes. Otherwise 
> you think you do 
> >>>> not collide with your geometry but the bounding boxes of 
> your irregular 
> >>>> shapes do resulting in a blow out. I had the same 
> problem. I had a 
> >>>> plane as colision object, and had the collision shape 
> set to bounding 
> >>>> box to do the sim a favor. Then I scattered it and 
> forgot about that 
> >>>> setting and fiddled for an hour till I found that 
> setting. And voila... 
> >>>> instant success.
> >>>> Good luck!
> >>>>
> >>>> Harry BARDAK wrote:
> >>>>
> >>>>> Thanks for your advice.
> >>>>> i ve taken care to not have doubles objects.
> >>>>> In fact i don't have really interpenatrated object.
> >>>>> My object bound stop where the other object start.
> >>>>> Anyways i moved object to get an offset and to be sure 
> to remove any 
> >>>>> interpenatration and still have the problem.
> >>>>> Even with only 2 objects. They are shattered. I used 
> the shatter 
> >>>>> script that you can find in Netview.
> >>>>>
> >>>>> It's a clever idea to use boxes as reference models but 
> i don't think 
> >>>>> it will work because i have ramdom shapes who doesn't 
> really fit with 
> >>>>> others boxes. In others word i will still get interpenetration
> >>>>>
> >>>>>
> >>>>> Michael Klein a écrit :
> >>>>>
> >>>>>> I'm sure that interpenetration is the problem.
> >>>>>>
> >>>>>> Try to modify all objects that they have no 
> interpenetration and use 
> >>>>>> those
> >>>>>> for the simulation.
> >>>>>> But I would use those objects as a hidden root for the perfect 
> >>>>>> matching but
> >>>>>> interpenetrating ones.
> >>>>>>
> >>>>>> Sounds probably a bit complicated because of double 
> objects in your 
> >>>>>> scene
> >>>>>> but I had the same problem with the sim engine in 4.2 
> - which is not
> >>>>>> comparable to the new cool one. At the end I used 
> simple bounding 
> >>>>>> boxes as
> >>>>>> reference models for the simulation of an explosion of 
> those pieces 
> >>>>>> and used
> >>>>>> the boxes as hiddem roots for my complex ones.
> >>>>>>
> >>>>>> That worked well because there was no complex obstacle stuff.
> >>>>>>
> >>>>>> president
> >>>>>>
> >>>>>> -----Original Message-----
> >>>>>> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On 
> >>>>>> Behalf Of
> >>>>>> Harry BARDAK
> >>>>>> Sent: Friday, October 28, 2005 12:07 PM
> >>>>>> To: XSI(at)Softimage.COM
> >>>>>> Subject: Rigids bodies and intercollision.
> >>>>>>
> >>>>>> Hi everyone.
> >>>>>>
> >>>>>> I'm a bit stuck with Rigid bodies and i'm new with.
> >>>>>> I have shattered an object who should explode.
> >>>>>> I guess there are some interpenetration  because when 
> i run the 
> >>>>>> simulation
> >>>>>> everything explode at the 1st frame.
> >>>>>> I set the collision to actual shape and even with the accuracy 
> >>>>>> "coffee
> >>>>>> break". I still get this problem.
> >>>>>>
> >>>>>> In new features video on the site of softimage, 
> interpenetration 
> >>>>>> doesn't
> >>>>>> seem to be a problem.
> >>>>>>
> >>>>>> May be i should change my approach but in this case 
> what is the best
> >>>>>> strategies to explode a ground ?
> >>>>>>
> >>>>>> Thanks by advance.
> >>>>>>
> >>>>>> Harry.
> >>>>>>
> >>>>>>
> >>>>>>
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