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.
> >
> >
> 

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