ziggx Posted May 18, 2010 Share Posted May 18, 2010 Hi there, I have an RBD object sitting on a static RBD turntable - I want the turntable to rotate slowly and affect the RBD object. I thought I could simply add a Motion position sop and add rotation with an expression but it sends my RBD object flying even at a very low turn speeds. Am I just doing this wrongly or have I missed something very obvious? TIA for any helpful hints. Best Wishes Ziggx Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted May 19, 2010 Share Posted May 19, 2010 Can you post your hip file? Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted May 21, 2010 Share Posted May 21, 2010 Tried stuff like this before, should work. Have tried complicated setups with moving animated geo and simulated rbds with springs and all. Attached is a quick test. GW Quote Link to comment Share on other sites More sharing options...
Nibbler Posted May 21, 2010 Share Posted May 21, 2010 hey Ziggx, I made quick hop for you, is it something like this? I didn't use static object, just rbd with no gravity quick_hip_for_U.hipnc Quote Link to comment Share on other sites More sharing options...
anim Posted May 21, 2010 Share Posted May 21, 2010 (edited) there is not a good idea Deforming Geometry since there is no need for it because the Collision volume is reevaluated every timestep, which is very unefficient, slows simulation and may produce bad collision volume depending on object orientation of course only when it's not really deforming like the box here, if it is then you probably cannot avoid this what you just can do is create dynamic RBD Objects from both (just shelf tool) but in the "static" uncheck Create Active Object, making it static then append Motion DOP, with some expression on rotation and change default mode to Set Always that should be it depending on your objects you can also adjust collision volumes and set surface Collisions to edges if you need to look at the example rotating_static_RBD.hipnc Edited May 21, 2010 by anim Quote Link to comment Share on other sites More sharing options...
ziggx Posted May 23, 2010 Author Share Posted May 23, 2010 Aah! Now I understand. Thanks to everyone for their helpful inputs and explanations. Best Wishes Ziggx there is not a good idea Deforming Geometry since there is no need for it because the Collision volume is reevaluated every timestep, which is very unefficient, slows simulation and may produce bad collision volume depending on object orientation of course only when it's not really deforming like the box here, if it is then you probably cannot avoid this what you just can do is create dynamic RBD Objects from both (just shelf tool) but in the "static" uncheck Create Active Object, making it static then append Motion DOP, with some expression on rotation and change default mode to Set Always that should be it depending on your objects you can also adjust collision volumes and set surface Collisions to edges if you need to look at the example Quote Link to comment Share on other sites More sharing options...
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