anthonymcgrath Posted yesterday at 10:10 AM Share Posted yesterday at 10:10 AM (edited) Hi all so i'm a bit puzzled here - i've got a simulation setup... i'm quite happy with the simulation its working well overall for my needs as i get a nice rupture upwards as he jumps... the problem is the geometry appears to be hitting a flat plane of collision instead of the ground geo i've setup. I've specified that the geometry is using surface collisions and its slower. But the pieces still appear to fall on a flat plane... I tried two different sim methods and neither has a "add ground plane" in there.... so i'm a bit lost now.... anyone got any ideas ? thanks! ant Edited yesterday at 10:10 AM by anthonymcgrath title adjust Quote Link to comment Share on other sites More sharing options...
Atom Posted yesterday at 11:50 AM Share Posted yesterday at 11:50 AM Check out Mikael Pettersen's solution to this. He specifically did a tutorial on how to fix this issue. The HIP file is here: 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted yesterday at 01:08 PM Author Share Posted yesterday at 01:08 PM (edited) 1 hour ago, Atom said: Check out Mikael Pettersen's solution to this. He specifically did a tutorial on how to fix this issue. The HIP file is here: oh my life this sounds perfect! I just clicked on that link tho and it takes me to page1 - is there a specific page number it is on? EDIT - not to worry - found it thankyou! gonna try that now! And also - that thread is a GOLDMINE of stuff i've wanted to try out wow! thankyou! Btw i did get a sort of workaround - i voronoi fractured the mesh into hundreds of pieces then in the collision options i chose "create convex hulls per set of connected primitives" lol! Edited yesterday at 01:10 PM by anthonymcgrath Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted yesterday at 02:14 PM Author Share Posted yesterday at 02:14 PM @Atom sir you are a legend for sharing that trick by Mikael thankyou so i flattened my floor geo.. then pipe that and the original shape into a blendshape which i'm editing here. I also used a group node so only the pieces near the ground are the "deformed" ones - gives me a bit more control and here's the simulation as it stands.. quite happy with this and camera view for funsies (sorry for the large gifs!) thanks again Atom - really appreciate you stepping in with a solution another shot sorted - 11 more of 350 to go lol! 1 Quote Link to comment Share on other sites More sharing options...
haggi Posted yesterday at 02:17 PM Share Posted yesterday at 02:17 PM As an alternative to rebuilding the ground, you could try to use a terrain object as collider. 1 Quote Link to comment Share on other sites More sharing options...
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