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 <[email protected]
<mailto:[email protected]>> 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 <[email protected]
<mailto:[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] <mailto:[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 <tel:613-762-4113> Skype: ben.exocortex
Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.