avoidance behaviour
Hi, I have a Rigid Body cylinder pottering around a scene driven by some simple expressions on the impulse. What I would like to do is avoid / go round other objects in the scene rather than just collide with them.
I'm guessing I would have to collect the worldspace of the object its coming close to or something like that? Any ideas on this one would be very useful. Cheers, Chris |
Ok so far the I have 2 objects, one a passive RB, one a active RB that has an expression on its impulse to make it move in the Z direction.
Below is an expression that makes there colour change when getting with in a certain proximity of each other... //get objects translates vector $obj1=`getAttr obj1.translate`; vector $obj2=`getAttr obj2.translate`; //subtract one from other float $mag = mag($obj2-$obj1); //change colour when within certain proximity if ($mag <= 10) setAttr lambert1.color 1 .5 .5; else setAttr lambert1.color .5 .5 1; This is showing it recognises the proximity, now how would I go about making the active RB go round the passive RB? Thanks Chris |
Could you not assign a radial fields magnitide to the closeness factor, so that when the object goes close to the other object a field (thats parented to the other object) then increases its magnitide based off the distance to "push" it away
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I like the idea, am currently workin on a way to do it without fields but will certainly give that a go.
Cheers as always, Chris |
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