I thought maybe a "test inside state" would trigger rigid bodies behaviour, if
false, rigid body = no.But that leaves me with the vector velocity to be
inherited from the passive rigid body colliding with an active rigid body part.
Any lights for this?Thanks.
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
From: Eric Turman <[email protected]>
To: [email protected]
Sent: Monday, February 23, 2015 1:25 PM
Subject: Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds
Gmail does not show a post you made...it is a little frustrating not knowing if
it was received...especially if no one has the time or knowledge to reply about
it.
On Mon, Feb 23, 2015 at 11:38 AM, Pierre Schiller
<[email protected]> wrote:
Hi I believe it had no impact I´ve chosen gmail to bemy default account this
time. I wrote a post last week that didn´t show (surely being delivered to your
spams). Anyways. Here´s the case:
I´ve been watching DT´s training over to rigid bodies (gravity, wind, forces,
etc..). I have a robot crowd made out of a bunch of parts (1 head, 2 arms, 2
legs), but the "actor" needs to be a single mesh as a requirement for the crowd
setup on ice.
The general idea is that 2 groups of robots approach each other and then
activate a behaviour (/hit each other) at a certain distance, thus hitting the
"parts" of the body (like the head, torso, arms..) and that part will become a
rigid body and fly away.
Basically two crowds hitting each other until only 1 remains (or at least some
robots standing).
So: Problem 1: all "actors" must be 1 mesh piece (how then, break them into
pieces)
Problem 2: Rigid bodies "active" and "passive" states take account for their
initial state into the simulation....
Problem 3: Actors with rigid bodie ICE attributes won´t be able to compute
collisions because of problem 2.
So wrapping my thoughts about these things, could anyone please help me out
with some light on possible solutions?
Thanks.
Cheers.
David R.
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Portfolio 2013
Cinema & TV productionVideo Reel
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