sibarrick Posted February 6, 2006 Share Posted February 6, 2006 Original thread Ok, so been playing some more with this, and I can get pretty close with using RBDs and spring constraints but nothing that is exactly right. In the attached file I found a hack to get all the contraints set up automatically, it throws an error but then works anyway - which is interesting in itself. I can also get all the joints to contract and the sim stays stable. However changing gravity or the spring damping can cause the model to just go flying off into space. It maintains its shape but just decides to head off in one direction. Very odd. If I destablise things by making only one edge into muscle then it always behaves badly. SodaPlay.zip So I'm wondering is this a limitation of DOPs, or me? or just a bug. Any ideas? I also found that playing the sim over and over and tweaking parameters caused my memory usage to to up and not get released. Windows H8.0.503. Anyone else found that with dops? Quote Link to comment Share on other sites More sharing options...
Jason Posted February 6, 2006 Share Posted February 6, 2006 I also found that playing the sim over and over and tweaking parameters caused my memory usage to to up and not get released. Windows H8.0.503. Anyone else found that with dops? 24462[/snapback] I found this recently but it was an ATI graphics card bug, I believe. http://www.sidefx.com/index.php?option=com...iewtopic&t=4760 I'm about to take a look at your sodaplay ! Quote Link to comment Share on other sites More sharing options...
craig Posted February 6, 2006 Share Posted February 6, 2006 There error is because you can't plug an object into a data input, and the result of copydata1 is an object. The simple answer is, disconnect the object from copydata1. Unless I don't know what's supposed to happen, that seems to make it work. See attached. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 7, 2006 Author Share Posted February 7, 2006 There error is because you can't plug an object into a data input, and the result of copydata1 is an object. The simple answer is, disconnect the object from copydata1. Unless I don't know what's supposed to happen, that seems to make it work.See attached. 24468[/snapback] I knew that was why it threw the error, I didn't try to disconnect it though, don't know why.... just going mad i guess. Any idea whether this is actually doable, I just can't get it stable except for simple cases. Quote Link to comment Share on other sites More sharing options...
mtucker Posted February 7, 2006 Share Posted February 7, 2006 The memory leak was actually a prblem with the Copy Data DOP which will be fixed in the next daily build (8.0.507). As for the instability, I've submitted that as a bug as well. Thanks for the hip file, Mark Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 20, 2006 Author Share Posted May 20, 2006 Hey! Sodaplay is now stable in H8.1 Can't remember how this works at the moment, but if you open the attached and press play the pyramid will fall onto the ground and then walk slowly off into the distance. SodaPlay.zip So cool.... have to try and make a snake or something next. Quote Link to comment Share on other sites More sharing options...
Jason Posted May 20, 2006 Share Posted May 20, 2006 Hey! Sodaplay is now stable in H8.1 Can't remember how this works at the moment, but if you open the attached and press play the pyramid will fall onto the ground and then walk slowly off into the distance. SodaPlay.zip So cool.... have to try and make a snake or something next. 27813[/snapback] I was going to try the same but using a PopShapeMatch instead. sodaplay.2.hip.gz Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 20, 2006 Author Share Posted May 20, 2006 I was going to try the same but using a PopShapeMatch instead. 27827[/snapback] Cool, they got that one stable too. Dops are rockin' now. When they gonna get fluids in there too? Quote Link to comment Share on other sites More sharing options...
Jason Posted May 20, 2006 Share Posted May 20, 2006 Cool, they got that one stable too.Dops are rockin' now. When they gonna get fluids in there too? 27829[/snapback] Yep, its fun! Do you know how to tweak friction in a Pop ShapeMatch thing? Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 21, 2006 Author Share Posted May 21, 2006 Don't you just do it on the physical tab of the popobject? Quote Link to comment Share on other sites More sharing options...
craig Posted May 23, 2006 Share Posted May 23, 2006 Don't you just do it on the physical tab of the popobject? 27833[/snapback] That's one way - for some reason, the POP Object friction defaults to 0. The other thing you can do is to add a friction attribute to the geometry, and then set it there. That allows you to have different friction values across the geometry. One cool thing to do is to paint friction values across a surface, and then slide things along it. Hours of fun for every girl and boy. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 25, 2006 Share Posted August 25, 2006 SodaPlay in real life! http://reklam.feber.se/2006/08/fr_vackert.html Quote Link to comment Share on other sites More sharing options...
Marc Posted August 27, 2006 Share Posted August 27, 2006 I've seen pictures of these things before, but never in motion. Absolutely incredible, that man has waaay too much time on his hands . M Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.