few_a_fx Posted January 26, 2009 Share Posted January 26, 2009 so I'm trying to re-work and on cell animation. I'm trying to get the cells to collide with each other and I decide to try the pop_object DOP and also RBD fracture object. Can any give any suggestion or ideas on how I can transfer my popnet over to dops and make the objects collide and bounce off each other like the example file "popswithrbdcollision." thanks! Quote Link to comment Share on other sites More sharing options...
michael Posted January 26, 2009 Share Posted January 26, 2009 have a gander at the interact POP instead...there are example files on the help card Quote Link to comment Share on other sites More sharing options...
few_a_fx Posted January 27, 2009 Author Share Posted January 27, 2009 have a gander at the interact POP instead...there are example files on the help card Tried the interact pop before and the objects are penetrating each other( as shown in the picture ). That was the main reason I was going to use the pop object DOP. Any suggestion on how I can stop the penetration of the objects? Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted January 29, 2009 Share Posted January 29, 2009 Hello! You can control the particle and effect radius - check the help file. It is very possible to adjust them to fit the size of each particle, so that they will interact plausibly. I would suggest if there are any super close up particles, perhaps hand animating or using dops may still be the way to go. I've attached a DOPS sample for emiting rbd objects, hope it helps. GW EmitRBD.hipnc Quote Link to comment Share on other sites More sharing options...
few_a_fx Posted January 29, 2009 Author Share Posted January 29, 2009 Hello! You can control the particle and effect radius - check the help file. It is very possible to adjust them to fit the size of each particle, so that they will interact plausibly. I would suggest if there are any super close up particles, perhaps hand animating or using dops may still be the way to go. I've attached a DOPS sample for emiting rbd objects, hope it helps.GW Thats exactly what I'm trying to do, but is there away to make the rdb object follow a curve? I have actually tried breaking down that example a while ago. it will definitely work if I can just figure out how to make it go around a corner. Thanks GallenWolf Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted January 30, 2009 Share Posted January 30, 2009 RBD Object follow a curve? I'm curious as to know why. Do you want some rbd objects to be "static" and just follow certain paths, but allow other rbd objects to bounce off it but not affect it? Perhaps look into the Obj Position dop, that may be what you need. GW Quote Link to comment Share on other sites More sharing options...
few_a_fx Posted January 30, 2009 Author Share Posted January 30, 2009 RBD Object follow a curve? I'm curious as to know why. Do you want some rbd objects to be "static" and just follow certain paths, but allow other rbd objects to bounce off it but not affect it?Perhaps look into the Obj Position dop, that may be what you need. GW I think these video can explain what I'm trying to do a little better. http://www.gettyimages.com/detail/854-97/3...-97%2c854-142|0 http://www.gettyimages.com/detail/854-142/...-97%2c854-142|0 I'll try the obj position dop, and if that doesn't work I post the hip file. Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted February 2, 2009 Share Posted February 2, 2009 few_a_fx: the first getty link I'd do it purely as a sops solution. I don't see the need for a particle or dop solution there. 2nd link, maybe dops, but I'd try the particle way first, play around the starting and stopping 'em. All the best! GW Quote Link to comment Share on other sites More sharing options...
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