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Perfecto 29-07-2010 02:56 AM

Penetration of rigid bodies
 
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I'm having trouble with rigid bodies penetrating each other...specifically the active bodies penetrating my ground plane which is passive body. I have some boulders falling from a cliff and destroying a bridge but it's always causing penetration issues. Right now, I'm just blocking out the animation so all the geometry is stand-ins. If I'm having this much problems right now, I can't imagine what it's going to be like with the regular geometry.

Is there a way to prevent this issue or at least minimize it?

In the screenshot, the boulder hit's the rails and and pieces get bent and separated, etc. The pieces that fall, which isn't much right now, seem to always penetrate the ground. The big boulder is the only thing that doesn't seem to cause problems

daverave 29-07-2010 07:58 AM

Have you tried increasing the tassilation on the small parts, i think that is what they do in ncloth................dave

honestdom 29-07-2010 12:47 PM

Quote:

Originally posted by daverave
tassilation
lol
http://www.coteandcutler.com/fabrics...els_Cope_2.JPG


how about the geoconnector node on the small pieces. increase that.

Perfecto 29-07-2010 07:57 PM

rofl.

Well, I tried increasing the tassilation :) and divisions, etc but it didn't have any effect.

I'll try the geoconnector node thingy.

Perfecto 29-07-2010 08:01 PM

I don't see anything in the hypergraph about geoconnector node, can you be more specific? What do I need to increase?

honestdom 29-07-2010 08:49 PM

sorry, i believe i'm getting confused with particle collisions.

collision tolerance on the rigid solver might be what you are after.

G-Man 22-08-2010 10:29 PM

Might ber a bit late in reply here Perfecto.
The first thing i would try though, is making sure all normals are set in the right direction, collisions are based upon normal direction and if one normal is pointed the wrong direction it can cause penetration issues like this.

Also when you get ready to do this with your hero models, you can actually use Sdandin geometry for the collisions so that the calculations will run much faster, and still get the same effect.

g-man


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