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.
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>> ---
> >>>>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in
> >>>>>> body:
> >>>>>> unsubscribe xsi
> >>>>>>
> >>>>>> ---
> >>>>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in
> >>>>>> body:
> >>>>>> unsubscribe xsi
> >>>>>>
> >>>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> ---
> >>>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in
> >>>>> body:
> >>>>> unsubscribe xsi
> >>>>>
> >>>>>
> >>>>
> >>>>
> >>>> ---
> >>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in
> >>>> body:
> >>>> unsubscribe xsi
> >>>>
> >>>
> >>>
> >>>
> >>> ---
> >>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in
> >>> body:
> >>> unsubscribe xsi
> >>>
> >>>
> >>
> >>
> >> ---
> >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in
> >> body:
> >> unsubscribe xsi
> >>
> >
> >
> >
> > ---
> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the
> following text in body:
> > unsubscribe xsi
>
>
>
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following
> text in body:
> unsubscribe xsi
>
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following
> text in body:
> unsubscribe xsi
>
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi