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I am breaking a wall with RBD and am using a set of
pieces which are slightly smaller then the ones I want to render so I can avoid
interpenetration in the beginnnig of the simulation. Now I know I can
transfer the cache to a clip in the mixer, but if I want to copy this motion to
each renderpiece or constrain these to the RBD'ed pieces it starts looking a bit
complicated. If I create a cluster with center my RBD is shot. Next thing I
would try is to multi point constrain my renderpiece to the RBD piece but this
requires me to create three clusters on each RBD piece and then three point
constrain each renderpiece to those. Please tell me Softimage thought of easier
ways to handle something like this with up towards 100 separate RBD
pieces???
Another thing is my pieces tend to explode a bit
away from each other even though I have made absolutely sure there are no
interpenetrations at the bewginning of the sim. I have increased simulation and
collision acuracy to very high levels without quite getting rid of this
behaviour. Also I have elasticity all the way down to 0.001 since these are
supposed to look like concrete pieces, but I still get weird styrofoam like
bounce and sploinng-like fly away behaviour from the odd piece when it collides
with something again after landing on the ground. I have tried messing with
friction parameters without much luck.
I am guessing there a tips and tricks I still need
to learn about the wonderful world of RBD'ing so if someone knows a way to
dampen simulation collisions I would be happy to hear them, if someone in the
know cares to share some insight.
Thanks!
Morten Bartholdy 3D & VFX
Artist
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