
yoda64
-
Posts
752 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Posts posted by yoda64
-
-
Sounds like you are using a version compiled for debugging , you must compile in release mode.
If it's needed I have a mac :-)
-
As for warping, we might not even see a ship go to warp,
Hey, can Newton Physics do zero-grav explosions? I'll bet it can...
Yes , it is possible
-
@iGeek
Time ago , but better late than never ...
The problem in your project is, that the rootbone for the cube and sphere is moved . The rootbone is the rotationcenter in A:M. I have correctet this in the attached projectfile. I recommend also to use "Dynamic Object" as objecttype for the sphere , instead of "Static with Action"
@Matt
There is a similar problem with your holed cylinder , the model is not centered at 0,0,0 .
It where good , when you can provide a projectfile , where I can see , in which case the simulation failed .
-
Good news for the mac guys .
After a day fighting against walls and XCode
, I had success with compiling and linking the mac version from NewtonPhysics . Rebuilding the complete XCode project from the scratch does the trick.
You can download the actual version (now in sync with the (also updatet) pcversion) from my homepage .
-
I think , this is what You expectet after simulation step ? For the pc version, the problem is solved in the last version avaible on my homepage , but not in the version delivered with A:M . I should send Steve the newest source ... (than is also the mac version in sync) .
Why I don't put a mac version on my homepage , simply , I can compile the plugin on the mac (my mini is only buyed for this things) succesfully , but I get a linker error (local relocation entries in non-writable section __TEXT,__text) , where I don't know how to correct them (and where he come from) . I'm not familar with gcc and xcode .
-
This behavior can be a bug , please try this version (download, v13 pc only). If the same problem occurs , it where helpfull , when you can send the projectfile to me .
-
For those , whos interestet .
I have rebuild the entrypage for my plugins http://www.sgross.com/plugins/ .
I hope these is now clearer, as the old one . For a short description ,for what a plugin is thought, stay with cursor a little bit over the pluginname .
I have also added some crosscompiled plugins for OSX10.4 (for A:M V12 and V13)
The last updatet date is not important yet , because I have all plugins only recompiled .
-
For the plattform you used a Static with action , this causes the problem .
You should use for the plattform "Dynamic object" with a high density (otherwise they will be affectet by the other cubes) and gravity set in all axis to 0 . You must also modify the plattform model , if you need the border on the left side .
Like the attached example [attachmentid=14030]
There is a secondary problem , when you use this method , the rotation (for the plattform) will be to high . But this is a more difficult problem , where I would look into at the weekend .
-
Would check it at today evening
-
Steffen, what are you talking about? Is this problem in the "Newton Physics" plug-in we included in the V13 release yesterday?
Properties attached to HChor are not showing in V13 , and yes the problem still exist also in Alpha5 (affects also the simcloth plugin, so I assume it's not plugin specific)
-
Can you send the projectfile to me , please ?
In general , the creation time is depending to the number of pieces from the explodeobject.
-
Yes , I know this problem and I have also a version for V13 compiled already , but I will not give them out, because a problem with pluginproperties in the avaible V13 alpha , that make the plugin not usable .
-
Yes, markeh you are right , it is not possible with this pluginversion .
Why ,
first
at this time I'm adding a new feature (generating waves for dynamic objects) that would not work if there is a moving buoyance object
second
a buoyance object can be explained as a flat plane , where the surface is at the (depends on the averaged normals) side from the model boundingbox (not turned around some, degrees only in y+,y- and so one) and in your project the dynamic bodys are starting full immersed , so they get a massive amount of lift strength , thatswhy they are springing out of the water and when they are coming to rest, they are in top of the surface from the flood wall model (and not piecewise immersed as expectet)
The only thing that you can try is, to use a extra grid for the watersurface at the surface values from the flood wall , but this will not solve the problem with springing :-(
-
I think you have found a bug :-), but I must look deeper into this problem tomorrow .
-
Without the projectfile it's hard to find the problem ...
But a idea .
A "Static Fluidsurface" is a static object , means, his position and size is only calculatet at the simulationstart , I don't update this values during the simulation time . I think , this can be changed ,but I must first check for sideeffects. Especially if two fluidsurfaces have influence to one dynamic object .
Your projectfile where helpfull for this .
The second thing , what comes in my mind is , that the Normals from the flood model looking in the false direction .
-
One thing I've found is that the newton dynamics doesn't affect objects that are 10000 cm away in either the x, y, or z but not cummulative.
In this case set "Use calculatet worldsize" to ON (pluginproperties in the chor tree). That solves the problem ...
-
[...]how to find the assigned cp's from given bones , to build the collision hull .
Steffen,
Probably not, but if you'd like to share your problem in more detail, I'd like to try to help you
I'm working in this way , but I stick up , when the CP's are weightet .
I have asked for this problem in this thread in the sdk forum a week ago with a bit more information .
And back to the next version Fly,fly away
-
@John
Yes , I remember and I have my hand on this also . But at this time I need a genius idea , how to find the assigned cp's from given bones , to build the collision hull .
-
It's completly simulatet, fluids are the wizard word (can be used also for air movement,examples are in the renderqueue ) .
Displacement/bumps (but when I remember correct aaver have a plugin in this direction), no , but I'm thinking over fluidsurface animation , but this need more research and some (or better much more :-)) more time .
-
-
Multiply isn't the plugin where you should look .
Look, if Simple_Scatter
would be more helpfull for your problem
-
I have released today a new version from the NewtonPhysics plugin for A:M .
Some words before .
- the new version works only with V12.0p and higher
- Sorry for the mac guys, at this time a mac version is not avaible, because there is no V12 SDK avaible for the mac . I have sent the source to Hash , hopefully they can compile them ....
- there are two known problems, but I would not longer wait with releasing this version (and workarounds are available), read the known problem section attentively
What's new
- breakable joints between pieces of a model
- fixed and breakable joints between dynamic and static objects (and Nullobjects)
- A:M forces now considered during the simulation
- extended materialsystem
- all settings now as pluginproperties and (I hope) more clearly
To find at http://www.sgross.com/plugins/
-
In this case you need the platform sdk.In my mind, this is a recommended download , if you would work with the VC2005 express edition .
-
Jim
The bone assignment is only used for the initial state from the simulation . Otherwise you get at frame0 many intersections between pant and the legs , and the plugin can not solve this problem . Simcloth don't use bones for the simulation.
Kind Regards
Steffen
Plugin request
in General Discussion / Archives
Posted
NewtonPhysics can do this example
and yes a objecttype vehicle for the newton plugin is also on my todo list .
But I'm not sure how to implement the movement . In the way demonstratet in the example (model assigned to a path , then baked) or with forces (forward,brake and turning left,right).