Re: A couple of RBD questions

Date : Thu, 28 Jun 2007 09:59:52 +0200
To : <XSI(at)Softimage.COM>
From : "Morten Bartholdy" <xsi(at)colorshopvfx.dk>
Subject : Re: A couple of RBD questions
It sounds good André - I also need to do a load of smaller pieces of concrete and was just looking into ways to do that on top of my large piece simulation. I would be hvery grateful if you would pass me that script. Thanks a lot!

Cheers
Morten Bartholdy
3D & VFX Artist





----- Original Message ----- From: "André Adam" <a_adam(at)49games.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, June 27, 2007 5:59 PM
Subject: Re: A couple of RBD questions



I've just done something like this using a combination of scripting, particles and RBDs. Basically I sketched a particle cloud, one particle for each object, created a particle cloud with simulation props from the sketched cloud, then created a cluster constraint from each object to its corresponding particle and finally used this setup to shoot the rocks out of the wall using the particle system. As soon as the rocks did not sit on top of each other anymore I switched the rocks' RBD properties from passive to active and let the RBD engine do the floor collisions. Worked out nicely, with a script creating the particle setup from the selected rocks in one go.

If this workflow would be of help for you I could provide you with the script to do the setup.

Cheers!

   -André


Morten Bartholdy wrote:
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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