RBD problem, static friction
| Date : Thu, 31 May 2007 14:45:40 -0400 |
| To : XSI(at)Softimage.COM |
| From : Francois Lord <francoislord(at)gmail.com> |
| Subject : RBD problem, static friction |
Hi list,
I've never encountered this before and I'm quite surprised to see it doesn't work properly.
Here is a little script. How do you make the active object follow the passive one, while keeping it active?
[jscript]
CreatePrim("Cube", "MeshSurface", null, null);
Scale(null, 1, 0.1, 1, siAbsolute, siPivot, siObj, siY, null, null, null, null, null, null, null, 0, null);
CreatePassiveRigidBody("cube");
CreatePrim("Cube", "MeshSurface", null, null);
SetValue("cube1.cube.length", 1, null);
Translate(null, 0, 2.2243411755899, 0, siRelative, siLocal, siObj, siXYZ, null, null, null, null, null, null, null, null, null, 0, null);
CreateForce("Gravity", "");
ActivateObjectSelTool(null);
SelectObj("cube", null, true);
ActivateObjectSelTool(null);
SetValue("PlayControl.Key", 20, null);
SetValue("PlayControl.Current", 20, null);
SaveKey("cube.kine.local.posx,cube.kine.local.posy,cube.kine.local.posz", 20, null, null);
SetValue("PlayControl.Key", 40, null);
SetValue("PlayControl.Current", 40, null);
Translate(null, 2.11697550326162, 0, 0, siRelative, siLocal, siObj, siXYZ, null, null, null, null, null, null, null, null, null, 0, null);
SaveKey("cube.kine.local.posx,cube.kine.local.posy,cube.kine.local.posz", 40, null, null);
SetValue("PlayControl.Key", 65, null);
SetValue("PlayControl.Current", 65, null);
Translate(null, -5.05049870063844, 0, 0, siRelative, siLocal, siObj, siXYZ, null, null, null, null, null, null, null, null, null, 0, null);
SaveKey("cube.kine.local.posx,cube.kine.local.posy,cube.kine.local.posz", 65, null, null);
ActivateObjectSelTool(null);
SelectObj("cube1", null, true);
ActivateObjectSelTool(null);
CreateActiveRigidBody("cube1");
SetValue("cube1.RigidBodyProp.statfrict", 1, null);
SetValue("cube1.RigidBodyProp.dynfrict", 1, null);
SetValue("cube.RigidBodyProp.statfrict", 1, null);
SetValue("cube.RigidBodyProp.dynfrict", 1, null);
PlayForwardsFromStart();
We can't boost the static friction above 1. Increasing the Static friction scaling in the operator doesn't help. Lowering the the simulation accuracy seems to help but introduces jumps.
I'm out of ideas.
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