Hans Peter Posted January 6, 2019 Share Posted January 6, 2019 Hey guys, little question about RBDs interacting with fast moving colliders here. So Lets sayI got rocks rolling down a mountain and the mountain shape start to fold/move rapidly. In this case the rocks stop roling and get pressed to the collision geometry - due to the speed of that collider. Any ideas or quick setups on how to counteractthis and get the stones roling again? Quote Link to comment Share on other sites More sharing options...
Atom Posted January 7, 2019 Share Posted January 7, 2019 Substeps are generally helpful when fast moving geometry is involved. Quote Link to comment Share on other sites More sharing options...
Hans Peter Posted January 7, 2019 Author Share Posted January 7, 2019 (edited) substepsdo`t help in this scenario. the rbds dont have a chance to roll when the geo is folting so fast. they just gett pressed to the surface. imagine a landscape at 30 degrees angle which moves up to 90 very fast. At the moment I`m thinking ofa dot product between the normal of the landscapeand the vel vector of the RBDs. If its alost one I would add some kind of force. Edited January 7, 2019 by Heraklit Quote Link to comment Share on other sites More sharing options...
thebrettwalter Posted February 5, 2019 Share Posted February 5, 2019 can you time warp the geo so that it bends over more frames, run your sim with lower force values, then time warp everything back to normal? Quote Link to comment Share on other sites More sharing options...
Ryan Posted February 6, 2019 Share Posted February 6, 2019 Make sure you use a TimeBlend SOP on the collision geo. This will guarantee subframes in the animation as long as the point count doesn't change. Quote Link to comment Share on other sites More sharing options...
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