Jump to content

RBD and Keyframed object interaction?


Jacob I.

Recommended Posts

Hi, I have been working on a project for my final in Motion Capture, and want to have the mocap animated character (FBX import from Autodesk MotionBuilder) interact with RBD Objects. However I can't seem to get it to work. I have a hunch it has something to do with the keyframed nature of the character. If I import the FBX with "joints and skin" option turned off, there is interaction, but no motion in the character. With it checked I have character motion, but no interaction.

I also set up a basic test with 2 boxes and it seems that keyframed RBD Objects cannot affect another RBD object. I have a keyframed transform node between the Box and the rest and dopimport nodes.

Any insight would be greatly appreciated. Let me know if you'd like to see either file.

- Jacob

Link to comment
Share on other sites

If you just want the keyframed character to knock something around, you can make it a "static object" and check "deforming geometry"

That'll check every frame and make a collision object out of your character that RBDs will react to, but it won't affect the movement of the character.

Link to comment
Share on other sites

If you just want the keyframed character to knock something around, you can make it a "static object" and check "deforming geometry"

That'll check every frame and make a collision object out of your character that RBDs will react to, but it won't affect the movement of the character.

Alright, I have checked Use Deforming Geometry, yet the Box I have set as an RBD object only moves a tiny bit, and the character steps through the box.

Link to comment
Share on other sites

Alright, I have checked Use Deforming Geometry, yet the Box I have set as an RBD object only moves a tiny bit, and the character steps through the box.

Are you using a static object plugged into a static solver?

Here's a picture that should be the very basic set-up.

post-7694-133818514577_thumb.png

The static object is your character, and the RBD is whatever you want the character to kick around. Note that the Static object is the one where you should check "use deforming geometry"

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...