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Full Version: Newton physics with multiple instances of same model
Hash, Inc. Forums > Forum Archives > A:M Forums Archive > (2008)
heyvern
Okay, first off I am new to newton. Just started playing with it today. Very very wicked kick arse cool as beans.

My problem is this, I have one sphere that explodes. It is a single model I broke apart using the e-rebuild plugin. Works like a charm. However, if I put two instances of this model in the same chor with DIFFERENT freeze settings... the second instance does not "freeze". well it sort of does. the simulation does not add any keys but the bones still sort of explode when they aren't suppose to. It's very odd. It's like the second "freeze on" key frame is ignored... sort of... but the movement of the bones is animating from frame 1. So the second sphere is flying apart before the first one even though the keys for freezing are set properly. I am setting the newton stuff on the instance in the chor... not the actual model.

I have one sphere large, and the second one inside it smaller to explode a few frames after the first one. However the second smaller one starts to explode immediately on frame 1 even though the freeze settings are set just like the first instance but later in the time line. I am just interested if anyone else gets the same results or is it my inexperience that might be an issue.

I had issues similar in an old version of AM with multiple instances of the same model in a chor getting their properties confused. This was a long time ago in a galaxy far far away and was definately fixed.

I am pretty sure I could fix this just by having different models instead of instances of the same model... but I'd like to reuse the same model over and over... like... a bunch of them... to save on... well... whatever you save on when you use instances. The other option would be to "Bake" the simulation, add another sphere copy... simulate... bake... repeat. This of course gets in the way of all that fun experimenting and tweaking of the newton settings. wink.gif

That's it for now. Thanks for any advice or feedback.

-vern
johnl3d
Vern I tried this with the tut project and found that one of the bottles did not seem to remember it was frozen to a certain frame ..I grabbed the first set of points and set the curve to hold and that took care of the problem ...



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added some sprites
yoda64
Please open a bugreport for the scaling problem . It's in definition a bug ....
yoda64
It is not possible to hold the freeze state for "Dynamic Explodeobjects" , when they get a impulse (impact) from another object (in your case from the second sphere).


I need to correct my statement , the freeze problem affect all types of dynamic objects , with the actual delivered plugin .
But, the good news , I have found and correct the bug, so the next version will handle the freeze state for all objects correct (also the scaling problem is fixed) .
heyvern
Got it! The only thing is... it doesn't seem to be set to react from external forces. The two exploding objects are independent. They don't actually effect each other except for the "freeze" state.

Not a big deal though. I found that simply adjusting the keys after simulating per john's technique solves the whole problem. It has to be "redone" on any subsequent newton simulations but is not a big problem. Also I can easily slide the exploding key frames after simulating to get a better feel for the end result. My plan is to have "layers" of hollow spheres that explode at slightly different rates and start points to create a more "realistic" exploding... uh... planet... object... what ever it might be. I'm "tinkering like the gnome". wink.gif

-vern
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