Jump to content

"surface" collision geometry not being respected ? (images and gif to show)


anthonymcgrath

Recommended Posts

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...
shot_MIND_0130_roofSim_problem.gif.b7c357b7ba3366027ce27c0e7ac1857a.gif



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...
image.thumb.png.a5743be90a754017eede4ccb1ea7e8f4.png

I tried two different sim methods and neither has a "add ground plane" in there.... so i'm a bit lost now....
image.thumb.png.5081a521f9e1f236fe31939138da1938.png

anyone got any ideas ? 
thanks!
ant
image.thumb.png.5081a521f9e1f236fe31939138da1938.png

Edited by anthonymcgrath
title adjust
Link to comment
Share on other sites

  • anthonymcgrath changed the title to "surface" collision geometry not being respected ? (images and gif to show)
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!
image.thumb.png.75c1f000e28b09210f4ee9b471fa9489.png

Edited by anthonymcgrath
Link to comment
Share on other sites

@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 :)

shot_MIND_0130_roofSim_fix01.thumb.gif.66e8740250c1957996496cff2cf368e8.gif

and here's the simulation as it stands.. quite happy with this :)
shot_MIND_0130_roofSim_fix02.thumb.gif.354bd515987794aa9d94e0e28c54f712.gif

and camera view for funsies :)   (sorry for the large gifs!)
shot_MIND_0130_roofSim_fix03.gif.4e3bf78e40af1cd984dbc76b78d4beae.gif


thanks again Atom - really appreciate you stepping in with a solution :)

another shot sorted - 11 more of 350 to go lol!

 

  • Like 1
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...