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 <[email protected]> wrote: > One final caveat... it needs to be an Actual Shape collision > > > On Tue, Jun 19, 2012 at 1:33 PM, Dan Yargici <[email protected]> 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 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.

