RE: RBD problem, static friction

Date : Thu, 31 May 2007 15:34:50 -0400
To : <XSI(at)Softimage.COM>
From : "Marc-Andre Carbonneau" <marc-andre.carbonneau(at)ubisoft.com>
Subject : RE: RBD problem, static friction
D'oh! His email bounced. He must not work for Softimage anymore!


-----Original Message-----
From: Marc-Andre Carbonneau 
Sent: May 31, 2007 3:33 PM
To: 'XSI(at)Softimage.COM'; 'jeffreys(at)softimage.com'
Subject: RE: RBD problem, static friction

Interesting problem. I can't stabilize it either...
Closest I got was when I reduced the mass of the falling cube to 0.01...
it kind of stopped jumping but still sliding.

Perhaps Mr.Smith knows?


-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Francois Lord
Sent: May 31, 2007 2:46 PM
To: XSI(at)Softimage.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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