Thread

physical simulation jumping

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physical simulation jumping // Bugs

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Post by chug1 // Jan 11, 2007, 12:33pm

chug1
Total Posts: 4
Hi


When I run a physical simulation i.e. a ring falling and being caught on a hook, the objects will start to interact as normal, but then they will jump to another location, or go flying off somewhere.


Any ideas? comments? obvious solutions? :confused:

Post by Bobbins // Jan 11, 2007, 9:50pm

Bobbins
Total Posts: 506
Not sure this should be posted as a bug. The obvious things to try are to increase geometry on the objects, enable face and vertex collisions and increase the time step value for the simulation.


Those will slow down the calculation speed but there is a trade off between speed and accuracy.

Post by Norm // Jan 12, 2007, 6:40am

Norm
Total Posts: 862
pic
For sure Chug1. Default settings are just that and majority of times, phySim will not react the way you anticipate with default settings. I always set a scene up with a simple sphere and begin there. I enjoy changing center of gravity on the sphere. It takes awhile to explore all the settings available. Even then every object is different and every scene presents new challenges. If you have a good overall knowledge of the possible settings, you can work with any scenario and achieve good results.

Post by Ambrose // Jan 12, 2007, 11:20am

Ambrose
Total Posts: 261
pic
That could explain why we're never able to do thise swinging chains ;)


I hope, I certainly recall what you're talking about.



Looking forward to 7.5, then I'll start to be more techie...



SeYa/Ambrose...

Post by chug1 // Jan 12, 2007, 1:48pm

chug1
Total Posts: 4
Yes, by upping the object resolutions and simulation steps/frame it is much more accurate. And, yes, it also runs incredibly slowly. :rolleyes: Oh well.



I'm not sure how to turn on or off the 'vertex collisions and face collisions'. Is this in TS5.2?


Also, can I change any phys attributes of static objects? For example, a 'bounce' is determined by the elasticity of both of the faces, right? What are the defaults for static objects?


Or am I talking garbage?

Post by Bobbins // Jan 13, 2007, 1:18am

Bobbins
Total Posts: 506
In tS6.x or below or in the model side physics in tS7 right click the physics start/stop icon and select Vert/Face for the collision detection.


If you assign physical attributes to your 'static' objects then give them a very large mass and/or use the object fixation points to make sure they don't move during the simulation you can make sure they remain static but still have the correct properties for 'bounce'.

Post by chug1 // Jan 13, 2007, 4:12pm

chug1
Total Posts: 4
I right clicked the play/stop button, but the resulting menu box didn't contain any collisions options.

Maybe post a screenshot...


I like the idea of using object fixation points, but there are only 2, so the object would still rotate around an axis.


Then again, a 999 gazillion tonne object won't move much :D

Post by Bobbins // Jan 14, 2007, 1:51am

Bobbins
Total Posts: 506
I did say right click the physics start/stop icon, not the animation play one. I'm not sure what version of tS you are running - you mentioned tS5.2 earlier but then said you changed the simulation steps/frame parameters which is a tS 7.x Player side physics setting. The screenshot below is taken from tS7.11 Model side, but it is similar in previous tS versions.
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