here here

On Fri, Jun 22, 2012 at 5:18 PM, Eric Thivierge <[email protected]>wrote:

> Its been a request for a few betas now. Not sure how they prioritize this
> stuff (south park family guy manatees style?) but this would open up so
> many doors. The legacy syflex system supports weight maps if I remember
> correctly so I'm not sure where the hang up is.
>
> Hey Stephen, Chris Chia, Grahame you reading? Fire this one up the chain
> as a much sought after enhancement.
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
>
>
> On Sat, Jun 23, 2012 at 2:26 AM, Dan Yargici <[email protected]> wrote:
>
>> That's the problem!  It's the speed that draws you in!  But then the
>> total lack of control sends you away screaming!
>>
>> Don't look at the liiight...
>>
>>
>>  On Fri, Jun 22, 2012 at 7:10 PM, olivier jeannel <
>> [email protected]> wrote:
>>
>>>  Isn't the Ice-Syflex faster than the "legacy" Syflex ?
>>>
>>> Le 22/06/2012 17:37, Adam Sale a écrit :
>>>
>>> I put in a request for per point control in the last beta.. I hope the
>>> devs prioritize this one, because realistically, without ICE syflex, the
>>> internal options aren't all that appealing OTB.
>>> We still obviously have legacy Syflex, but the ICE framework for Syflex
>>> was such a big step forward in terms of simplification..
>>>
>>>  Please, Please, please... Per point control... .V. 2014.
>>>
>>> On Fri, Jun 22, 2012 at 7:02 AM, Dan Yargici <[email protected]>wrote:
>>>
>>>> Hi Matt.
>>>>
>>>>  In my experience Lagoa, for all it's cool potential, is just sooo slow
>>>> and unstable.
>>>>
>>>>  On the last job I did I went through Lagoa, Momentum and Syflex.
>>>>  Lagoa was dropped very early on because of it's instability.
>>>>
>>>>  Momentum is great but has the limitation I mention in this thread.
>>>>  Syflex handles that limitation with ease and is also amazingly fast and
>>>> robust.  But ultimately it's a poisoned chalice as it gives you no control
>>>> whatsoever other than 'wind' or 'damp'...  Basically Syflex speaks in
>>>> caveman terms when it comes to simulation!
>>>>
>>>>  DAN
>>>>
>>>> On Fri, Jun 22, 2012 at 4:33 PM, Matt Morris <[email protected]> wrote:
>>>>
>>>>> Have you thought about lagoa cloth? Setup is a bit finnicky but I have
>>>>> had some decent results and has all the point control you could ask for.
>>>>>
>>>>>  I completely second what you're saying about syflex ice integration
>>>>> though, it sucks big sucky balls.
>>>>>
>>>>>
>>>>> On 22 June 2012 14:18, Dan Yargici <[email protected]> wrote:
>>>>>
>>>>>> Just want to add that due to this limitation I moved back to Syflex
>>>>>> but the lack of per-point control in Ice Sylfex is INFURIATING! it 
>>>>>> renders
>>>>>> %90 of what Ice is good for TOTALLY AND UTTERLY redundant.
>>>>>>
>>>>>>  I know there have been discussions mentioning that there were
>>>>>> reasons it couldn't be implemented for Ice Syflex, but I'd really like to
>>>>>> hear them.  Right now I'm just calling it out as laziness...
>>>>>>
>>>>>>  Having a bad day right now.
>>>>>>
>>>>>>  DAN
>>>>>>
>>>>>>
>>>>>>  On Tue, Jun 19, 2012 at 3:28 PM, Leo Quensel <[email protected]> wrote:
>>>>>>
>>>>>>> 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 <[email protected]>
>>>>>>> > An: [email protected]
>>>>>>> > 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 <[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.
>>>>>>> > >
>>>>>>> > >
>>>>>>> >
>>>>>>>
>>>>>>>  --
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>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>>   --
>>>>> www.matinai.com
>>>>>
>>>>
>>>>
>>>
>>>
>>>
>>
>

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