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Animating Rigid Bodys


JuriBryan

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Hey Guys,

does anyone of a good way to animated and manipulate rigid bodies?

I am not talking about the normal one frame pushes in one or the other direction, I am talking about getting a logo to be facing the camera at a certain part of the simulation.

Lets say for commercials and such work.

I tried to do it with a sop solver that checks the distance between target points and current position and adds the difference to the velocity.

But it seams as though velocity changes are not actually used by the rigid body solver.

Any thoughts on this?

Cheers,

Juri

AnimatedRigidBodies_v01.hipnc

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Hi Juri.

You can Use a ChopNetwork & use a dynamics node with a transform node (In the ChopNetwork) and there you can put a couple of keys on the start pose and another on the end pose.

On the rotation channel.

Here is a hip so you can see how to do it. If your not familiar with this method.

This was the second method I though of.

The first was using a UV projection and animating that.

Maybe there are more methods

Cheers

Mangi

dynamic chops.mov

post-2848-0-52083800-1384795491_thumb.jp

Chops_dynamics.hipnc

Edited by mangi
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Thanks Mangi,

this works very well.

the rotations end up exactly where I would need them to be, but I tried using transformations inside of the chops as well and the result is swimming to say the least.

That is confusing me a bit, since I understood your set up to work like "animation layers", so basically just adding a animation curve to the existing values.

but a simple animation curve on the Z-curve adds strange movement differences on x and y as well.

Is that just a bug, or is that a limit with the chop set up.

I am currently just looking for ways to take more control of my rigid body sims, that is why I have so many questions:)

I am just wondering if there are ways to add animations on top of simulations, which is why i tried doing it with velocity updates in a sop solver. to get the right motion from the sim but have the right end position.

Cheers,

Juri

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Juri.

(FAST FIX)

bake out the simulation to a bgeo sequence ,

Then you will be able to manipulate the animation curves with a basic Transform node,

and not encounter those "strange movement ".

Mangi

Edited by mangi
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yeah that will always work... was just wondering if there was a way to do all of that inside of dops... so that I have the right collisions and rotational values... so a velocity approach sounds like it would work... but again i did not find a way to do that just yet.

I read on a different post that the geometry vop could be doing what I want.. but did not get it to work yet, so I will look into that some more.

Cheers and thanks again for your replies.

-Juri

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Ya Juri. I thought you may want to have it in Dops.

I tested the system I was using and the Transforms , went crazzy. Thats why I made that (fast fix)

Will look into it to see what is going on .

Let us know if you figure out something.

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