Hi Mark and Chris..
Well.. my tests with DA, I have only had rope and such things work nicely
with DA...(hanging stúff)
Havent got DA object on plain nurbcurves to work as stiff swaying grass...
=(..
Maybe just something I done wrong..
Or they work in a completely other way, than a SDSMesh..(SDS which I havent
tried in as Grass, but for other stuff and it worked pretty nice..)
Maybe one could use spheres in Chrono, that top point of nurbcurves are
Lattice Mapped to, and these spheres bounce around in certain volumes and
also with objects added to the Character or what ever that should collided
with the spheres, that makes the NurbsGrass sway...
(Instead of using Lat Map part, I have used PointGroup from what ever
needed, and added this pointgroup in side each Chrono body object (Sphere))
Just tested abit fastly Pointgroup way.. with the Skeleton setup in my
Radial Deformer prj..(without the Rad Deformer...)
but with the Following Chrono approach..(maybe not working good enough, but
just added ihere, as I just tested it..=)
1. End(Top) joint of the skeleton as a PointGroup (Then Animated the PG, on
the spot, just to have it active, move it one gridunit in a direction and
then back again)
2. An Analytic Sphere -> Chrono Body -> Set it to 'Collision', and in
Collision Tab set Upper field value to 1, the "bounce" attribute to 1 or
so..
3. Dropped PG in that Chrono Body
4. Add a Chrono Spring from Sphere Chrono Body and to Empty Space (Ground)
have it straight above the skeleton and sphere.)
5. Add a "Floor" Chrono Object (an analytic rectangle, set it to 'Infinite'
..) in a suitable height, to get the initial straight or abit bent grass,
for the Ana Sphere to bounce on....)
6. Add an Analytic Cube (or a bigger sphere) -> Chrono Body -> Set it to
'Fixed' and 'Collision'
7. Test it out, set the Anim Frames to 10000 or so.. =).. start it and move
the Ana Cube against and passing the Ana Sphere...
btw.. while testing this above.. I notice that the GP could stop working
after one time simulation or so... and I could get it working again after
moving it.. so RS added a Pose Chor , which I deleted.. and then PG worked
again..(had affect on the Skeleton...)
So there may be a bug there..!
I will look more into it... and also see if something like that "bug"
behavior is in V6 beta...
Simplest would be to get something working on Nurbcurves alone and
directly.. without any intermediate workflows..like this..=)
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
At 01:02 16-8-2007, you wrote:
Hi Stefan,
Unfortunately this does not produce the effect I am looking for. The grass
should not stretch, it should just bend as objects or forces hit it.
This is why I was going to use nurbs curves mapped to skeletons. However I
have not been able so far to get the skeletons to react to the simulation
system. If I create sub groups for the skeleton points, they just produce
unrecognised tag errors when used in a simulation.
Any more ideas from anyone ?
Thanks,
Chris
Maybe Dynatomics could do this (but it's not available yet).
I think it will enable you to turn the body that's controlled by the
skeleton into a collision object, and collide that with the grass that has
its 'roots' (lowest two points of the curve) fixed, correct me if I'm
wrong Carlo.
And then, there are some additional questions:
- how does the Interpolator behave in animation?
- a lot of grass is needed, can the system handle it? Can YOU handle it?
;)
- and then there's Chrono: very fast and accurate with collision
detection; I'm just starting to learn it, who knows what it's capable
of... but I don't think it was designed to handle this kind of dynamics
(??)
It's quite a challenge, just my 2 cts, good luck!
-Mark H