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.

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