CeeGee Posted October 6, 2009 Share Posted October 6, 2009 This question is maybe stupid, but is there something similar like SpeedLimitPOP but for DOP simulation??? I have fracture wall and what to make explosion, but some chunks flay very far and fast, i what to slow them down. Thanks Quote Link to comment Share on other sites More sharing options...
old school Posted October 6, 2009 Share Posted October 6, 2009 You can use a Drag DOP on your DOP object and check on Ignore Mass and then add drag. You can make the object look like it is falling in water by adding noise. If you want to have a hard limit on the velocity itself, you can use a Modify Data DOP or a Motion DOP. Both can affect velocity. Just set the velocity to always and put in $velx $vely and $velz in to the three velocity fields to get no effect whatsoever. If you want to add some hard drag to the velocity, you can multply the three by 0.5: $velx*0.5 $vely*0.5 and $velz*0.5. To add a simple condition where you don't want the object to fall faster than say 2 units per second in Y, if($vely > -2, $vely, -2) Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 6, 2009 Author Share Posted October 6, 2009 Thanks old school i will try your tips and trick... I will post a scene when i get something... Quote Link to comment Share on other sites More sharing options...
eetu Posted October 7, 2009 Share Posted October 7, 2009 if($vely > -2, $vely, -2) (I guess that should be "<" ?) eetu. Quote Link to comment Share on other sites More sharing options...
ranxerox Posted October 7, 2009 Share Posted October 7, 2009 how about "min($vely, -2)". -ranxx (I guess that should be "<" ?) eetu. Quote Link to comment Share on other sites More sharing options...
meeotch Posted August 14, 2013 Share Posted August 14, 2013 Nope - that would prevent pieces from falling slower than -2. You want max(-2, $vely). Or to correctly limit speed in all directions: x = normalize(vector3($velx, $vely, $velz))[0] * min(2, length($velx, $vely, $velz)), and similar for y and z. Boom! Nailed you on a four year-old thread, greg! ;-P Kidding - I actually just had to do this today, and this thread came up in search. Is there a way of making dops calculate the normalized vel and/or speed (length) by itself? Seems stupid to have to type in all that stuff, build a vec3 from components, etc. Quote Link to comment Share on other sites More sharing options...
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