While we are at it: Are there any news of 'Keep shape updated' with GImpact actual shape? Last time I needed this I ran into a wall because bullet didn't support it.
Cheers, Leo -------- Original-Nachricht -------- > Datum: Tue, 19 Jun 2012 14:08:57 +0100 > Von: Helge Mathee <helge.mat...@gmx.net> > An: softimage@listproc.autodesk.com > Betreff: Re: Calling all Momentum experts! > Sure, find it here. > > https://dl.dropbox.com/s/b55evi388oezwrt/MOM_collision_issue.scn?dl=1 > > Note that I am using the convex hull collision shape though. Bullet > Physic's > GImpact collision configuration doesn't support collision against > softbodies, which > means that your scenario won't be possible other than decomposition. > > This feature has just been added to the latest version of Bullet > Physics, and > hasn't been implemented in Momentum yet. > > Bullet hasn't been built for this kind of scenario, so I think you are > hitting > an edge case here. > > -H > > On 6/19/2012 13:03, Dan Yargici wrote: > > Thanks Ben, I actually posted to the Momentum-Users group last night > > but it told be I had to wait to have my post approved.... > > > > Would mind sharing with me a scene you have where this works? > > > > DAN > > > > > > On Tue, Jun 19, 2012 at 2:45 PM, Ben Houston <b...@exocortex.com > > <mailto:b...@exocortex.com>> wrote: > > > > I had a quick look, but I'm actually not a Momentum expert in terms > of > > usage. It should all be possible because all collision items are > put > > into the same Bullet space. > > > > I figure your setup should just be a Momentum Passive Rigid Body on > > the sphere. When I tried to do that I got this message: > > > > # WARNING : 3000 - **** Cycle breaking point > > sphere.kine.global.MomentumKinematics > > # WARNING : 3000 - Cycle through sphere.polymsh.clsctr > > # WARNING : 3000 - Cycle through > sphere.kine.global.MomentumKinematics > > # WARNING : 3000 - PROBLEMATIC EVALUATION CYCLES ARE IN THE > > SPECIFIED GRAPH > > # WARNING : 3000 - **** Cycle breaking point > > sphere.kine.global.MomentumKinematics > > # WARNING : 3000 - Cycle through sphere.polymsh.clsctr > > # WARNING : 3000 - Cycle through > sphere.kine.global.MomentumKinematics > > # WARNING : 3000 - PROBLEMATIC EVALUATION CYCLES ARE IN THE > > SPECIFIED GRAPH > > > > If I add another object into the scene and I add a Momentum Passive > > Rigid Body operator on it seems to work. Just check "Keep Shape > > Updated" if the object is deforming. > > > > Just be aware that there are +250 people on the Momentum user's > > list here: > > > > https://groups.google.com/group/momentum-users > > > > -ben > > > > On Tue, Jun 19, 2012 at 6:40 AM, Dan Yargici <danyarg...@gmail.com > > <mailto:danyarg...@gmail.com>> wrote: > > > One final caveat... it needs to be an Actual Shape collision > > > > > > > > > On Tue, Jun 19, 2012 at 1:33 PM, Dan Yargici > > <danyarg...@gmail.com <mailto:danyarg...@gmail.com>> wrote: > > >> > > >> Here is a small quicktime of the setup if you just want to take > > a quick > > >> look and get an idea of what I mean. > > >> > > >> > > > > > > > > > > > -- > > Best regards, > > Ben Houston > > Voice: 613-762-4113 <tel:613-762-4113> Skype: ben.exocortex > > Twitter: @exocortexcom > > http://Exocortex.com - Passionate CG Software Professionals. > > > > > -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de