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stop tiles penetrating without simulation


Jordan Walsh

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Imagine you have a pile of random tiles that you want on the ground setup so they are not penetrating each others mesh (the mesh may not just be square, could be broken tiles). Is there a way to set this up without dropping them all from a height in dops and simulating them settle? Hopefully a faster way to do it!

3%2Btile%2Bpile.jpg

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  • 3 weeks later...

You can set up a quick RBD solver engine sim to do this and use the Resolve Penetration parameter on the Rigid Body Solver DOP. Set the Resolve Penetration value to anywhere from half of the objects to all of the pieces you anticipate interpenetrating.

Then continue to run the sim until the pieces start to settle again or get to where you like it. The first frame of the sim from 1 to 2 can solve all the interpenetrations if you set Resolve Penetration high enough. Or run a few frames and let things sort out for themselves. Less energy that way.

This technique works even better if the pieces are roughly in place with not too much penetration as the movement of the pieces to solve the interpenetration are forces that will carry in to the next frame of the simulation.

Here's a worst case where multiple objects are severely interpenetrating with each other. On frame 2, the penetrations are resolved and by frame 6 pieces are settled down enough to call it a day.

Frame 1:

post-371-0-10954300-1370462156_thumb.jpg

Frame 2:

post-371-0-01584100-1370462167_thumb.jpg

Frame 6:

post-371-0-32875600-1370462173_thumb.jpg

resolve_interpenetration_settling_boxes.hip.zip

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