first glance at the example: same problems reported at ED Plumiferos .. time ( on goal , colliders any thing 'outside' ) is too discontinuous reads as: the 'outside' is too fast to keep physics in sync. this is a intrinsic problem of the blender animation system .. : no canonic way to ask for the 'inter frame' state of any object. work around: 1. isolate physical actors ( with layers, groups ... what ever ) 2. run isolated system at 1/10 or less time scale 3. join back in proper time scale 4. yada yada .. ask the the physics wizards, invited to BC grumpy old BM
bjornmose schrieb: > Well kept building 2.5 every now and then .. > May be I can give some hints on physics solvers ? > Joe may want to ask me .. ( using ^this^ email in private ) > other than that .. I'll try to squeeze some time out off my schedule to > investigate the given files. > BM > P.S. 2.5 is going amazingly well, respect! > > Campbell Barton schrieb: > >> Over the past weeks we have been attempting to get hair working for >> all our shots. >> >> So far Joe has been working on changes to the solver code in our own >> branch but the results solve some problems while causing others (Im >> not sure on the details). >> Joe says the problem is the goal code, which is a little hackish, and >> the bending springs don't work right for hair. >> so it would be a real help is dev's who are familiar with these >> problems can investigate. >> >> I haven't been involved in the hair solver side of things, mostly just >> making sure its possible to run the simulations on proxies on our >> linking setup, testing and setting up bakes for our shots, have cache >> save/load etc. >> >> At the moment it would even be good to see a mediocre hair sim even if >> their are intersections with the head. >> >> >>> >From tweaking the settings I had trouble even getting this, though its >>> >>> >> possible that the problem with my settings. >> >> Would greatly appreciated if any developers have time to look into this. >> >> Notes: >> - can test in trunk or render branch, give different results but >> neither are great. >> - collision is off in this file, seems very tricky to have working >> stable, (sintel's low poly head mesh is a collier). >> - try run the bake on 2-3 sec for fast updates (Brecht has done some >> work on realtime redraw's but not ready to commit) >> >> Heres a blend file with Sintel's hair and the animation (1.0mb) >> http://durian.blender.org/wp-content/uploads/05.8b.blend >> >> Heres a video of what I managed to get so far (2.0mb)... >> http://durian.blender.org/wp-content/uploads/05.8b.ogv >> >> Here are the settings used in the animation... >> psys.cloth.settings.quality = 30 >> psys.cloth.settings.structural_stiffness= 12.0 # good overall >> value to control stiffness, 12 is needed for running up stairs >> psys.cloth.settings.pin_stiffness = 0.5 # above 0.6 can become unstable! >> psys.cloth.settings.bending_stiffness = 80.0 >> psys.cloth.settings.spring_damping = 30.0 >> psys.cloth.settings.air_damping = 2.5 >> psys.cloth.settings.mass = 0.015 >> psys.cloth.settings.internal_friction = 0.1 # 0.9 makes hair too >> symmetrical >> psys.cloth.settings.structural_stiffness= 60.0 >> >> >> > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
