MaximTF Posted July 6, 2018 Share Posted July 6, 2018 Hi there. I have another question. For example i have some intersecting spheres. I need to push them away to delete intersections (but not far, spheres must keep their positions approx.), and then attract them back. I think the best way is to use RBD. And i know how attract them to point. But i can not get how to push them a little bit? Quote Link to comment Share on other sites More sharing options...
toadstorm Posted July 6, 2018 Share Posted July 6, 2018 set the point attribute i@found_overlap=1 on your packed RBDs before the simulation and they will resolve overlaps at the beginning of the simulation. you can then apply other forces if necessary to push them back together. 3 Quote Link to comment Share on other sites More sharing options...
MaximTF Posted July 7, 2018 Author Share Posted July 7, 2018 toadstorm, Thank you. It works like a charm. Quote Link to comment Share on other sites More sharing options...
MaximTF Posted July 9, 2018 Author Share Posted July 9, 2018 (edited) And another question. How can i reduce the force that pushes my spheres away only by Z-direction? They must pushes only by XY and not Z. Edited July 9, 2018 by MaximTF Quote Link to comment Share on other sites More sharing options...
MaximTF Posted July 10, 2018 Author Share Posted July 10, 2018 Ok, i found another simple way that gives me a acceptable result. 1. I have many intersecting clones on a spherical surface. 2. First of all i use toadstorms advice to pushing clones away. i@found_overlap=1 works well. 3. Than i use constraint network with spring constraints to attract them back. It gives me nice and smooth surface with my clones. Early i tried to use force that attracts all clones to the one point and it makes a hump in center of my geometry. Quote Link to comment Share on other sites More sharing options...
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