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Hash, Inc. - Animation:Master

yoda64

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Posts posted by yoda64

  1. I think it's a driver issue in the nvidia consumer cards , but doesn't occur on all gpu types, with a older driver (77.77) this issue doesn't occurs on some gpu's .

    But for your card I think this doesn't help, because they is not supportet from this old driver .

    The nvidia quadro based card's are also not affectet from this issue (they have other drivers than the consumer cards).

     

    In my little machine park I have some different graphic cards,with which I tested that

    nvidia 5700XT (with the new drivers issue occurs, with driver revision 77.77 not)

    nvidia 6800XT (with the new drivers issue occurs, with driver revision 77.77 not)

    nvidia quadro FX1500 not affectet (driver revision 91.36)

    ati X1950XT not affectet

  2. 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).

  3. @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 .

    newton_test.zip

  4. Good news for the mac guys .

    After a day fighting against walls and XCode :angry: , 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 .

  5. 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 .

  6. 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 .

  7. 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 .

    test.zip

  8. 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)

    markeh_fluid.gif

     

    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 :-(

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