agep Posted February 8, 2005 Share Posted February 8, 2005 Im trying to make a stack of cardboardboxes to tip over when one of my characters run into it.. Do anyone have an idea how to make this? I have made a test (done in 15min) that is CRAPPY (bad movements and they overlap each other). The way I did it was that I made one cardboardbox.. The I used that in a new action and multiplyed it by using action objects.. then i started to move them around.. Is there a better way to do this??? pls help test: esker.mov Quote Link to comment Share on other sites More sharing options...
Roughy Posted February 8, 2005 Share Posted February 8, 2005 a:m does have ridig bodies, wich can work quite well. check out the bowling video tutorial. Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted February 8, 2005 Share Posted February 8, 2005 Bring in multiple shortcuts to the box, stack them up in the choreography. Then at the frame where your character is just colliding with the first one, apply the rigid body constraint to each box. Simulate rigid bodies. Check out the Cosmic Bowling tutorial. Quote Link to comment Share on other sites More sharing options...
agep Posted February 8, 2005 Author Share Posted February 8, 2005 thanks.. I think I'll test rigid body.. never used it before Quote Link to comment Share on other sites More sharing options...
agep Posted February 9, 2005 Author Share Posted February 9, 2005 Arghh!!! have applyed the rigid body and used the bowlingball from the tutorial.. but the cardboardboxes just falls through the ground! cant figure it out!!! I have made sure that no patches is overlaping.. also the bowlingball falls through the ground when it hits the boxes!!! pls help.. eskerrigid.mov Quote Link to comment Share on other sites More sharing options...
AniMattor Posted February 9, 2005 Share Posted February 9, 2005 I haven't played with rigid bodies yet, but I'd guess you have to define the floor surface in some way as inactive itself, but to work in the calculation for the boxes. Not sure how to do that, though, as I am speaking from ignorance. I know other apps work that way, but that don't mean AM does. maybe that will help.... Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted February 9, 2005 Share Posted February 9, 2005 Make sure that your boxes and ball have the normals pointing outwards. Then make sure that your objects aren't starting already penetrating the floor. It appears that rigid bodies are working but the objects are not colliding with the floor, which makes me think that they are intersecting it at the first frame of the simulation. Quote Link to comment Share on other sites More sharing options...
starwarsguy Posted February 9, 2005 Share Posted February 9, 2005 I hate normals! I have to mess with them when exporting to 3DS Max! I like your first test. The only thing I absolutely love about 3DS Max more than A:M, is that it uses the amazing physics simulator that Half-Life 2 relies on. It's amazing! Quote Link to comment Share on other sites More sharing options...
agep Posted February 9, 2005 Author Share Posted February 9, 2005 Thanks for the response.. I fixed the normals (the normals on the box was pointing inwards)... then i tried simulate rigid bodies again, but that did not help... then i stacked the boxes one more time.. then it worked (at least better than the first time, still some adjustment to do).. puhh, many wasted hours of testing!! eskerigid2.mov Quote Link to comment Share on other sites More sharing options...
starwarsguy Posted February 9, 2005 Share Posted February 9, 2005 Getting better! Now just to work out those little problems. At least they're interacting now... Quote Link to comment Share on other sites More sharing options...
Mr. Jaqe Posted February 9, 2005 Share Posted February 9, 2005 it could be like... the illusion boxes, that passes through doors and stuff. I would pay a buck to see that. Quote Link to comment Share on other sites More sharing options...
heyvern Posted February 9, 2005 Share Posted February 9, 2005 This will be stupid and silly but... Make sure the floor has enough patches... if the floor doesn't have a dense enough grid of patches the boxes sort of poke through the holes. You can cheat and have an "invisible" floor section in the same spot as a single patch floor. I do that sometimes. I just did a rigid body thingy with Gene's spray can vs. the fire extinguisher. The can lid gets knocked off and bounces and rolls across the floor. Video is in the wip section. After I simulated I baked the action so I could move the can. Vernon "!" Zehr Quote Link to comment Share on other sites More sharing options...
agep Posted February 10, 2005 Author Share Posted February 10, 2005 Make sure the floor has enough patches... that might be the answer for me:D thanks Vernon now.. how do I make the objects stop gliding, whats the settings?? I't seems that they glides forever along the floor.. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 10, 2005 Hash Fellow Share Posted February 10, 2005 And sometimes it's easier to animate them manually... A few keyframes per box... you're done. And the boxes are exactly where you want them. I experimented with dynamics for this shot but I think I saved time by keyframing it. Get down from there QT Quote Link to comment Share on other sites More sharing options...
agep Posted February 10, 2005 Author Share Posted February 10, 2005 sometimes it's easier to animate them manually The first test was manually animated, but with so many boxes it became a bit complex.. how do I make the objects stop gliding, whats the settings?? I't seems that they glides forever along the floor.. Quote Link to comment Share on other sites More sharing options...
heyvern Posted February 10, 2005 Share Posted February 10, 2005 I would suggest baking the action once you get it close. Then you can delete the key frames at the end to get it to stop moving. There is probably a way to make it stop... I just don't recall how. Save a file with the rigid body seperately so you can go back if needed. Vernon "!" Zehr Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 10, 2005 Hash Fellow Share Posted February 10, 2005 sometimes it's easier to animate them manually The first test was manually animated, but with so many boxes it became a bit complex.. Let's see... you tried manual keyframing for all of 15 minutes, but how many hours trying to get dynamics set just right? Quote Link to comment Share on other sites More sharing options...
heyvern Posted February 10, 2005 Share Posted February 10, 2005 ..Let's see... you tried manual keyframing for all of 15 minutes, but how many hours trying to get dynamics set just right? Ah! But the results from rigid body simulation are ten times better (realistic) then hand animating... Plus if you want to add some stuff change things around... if you get it working you don't have to start from scratch with hours of hand animating... It took me all of twenty minutes to use rigid bodies on the cap getting knocked off of the can in my quick animation. I wouldn't have even bothered doing anything with it without rigid bodies because I was in a hurry. Vernon "!" Zehr Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 10, 2005 Hash Fellow Share Posted February 10, 2005 Ah! But the results from rigid body simulation are ten times better (realistic) then hand animating... Ah? It doesn't look better yet. Quote Link to comment Share on other sites More sharing options...
heyvern Posted February 10, 2005 Share Posted February 10, 2005 Ah! But the results from rigid body simulation are ten times better (realistic) then hand animating... Ah? It doesn't look better yet. You need to "sharpen your pencil" Took me a while to get he hang of rigid bodies but now it is pretty easy for me... I had experience with some spoons a while back. If I had to tumble a stack of boxes... I would absolutely use rigid bodies before attempting to hand animate... But that is just me. Even if it wasn't perfect, I could bake the action and tweak the motion as needed. I don't have the skills or the experience to simulate dynamic gravity effects by hand. I need the simulation. Vernon "!" Zehr Quote Link to comment Share on other sites More sharing options...
agep Posted February 10, 2005 Author Share Posted February 10, 2005 getting closer even though they still behave a bit funny test_Custom.mov Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted February 10, 2005 Share Posted February 10, 2005 (edited) Go to the time in the choreography where you want them to stop sliding and set the ENFORCEMENT of the rigid body contraint to 0% Then resimulate. Try using a beveled cube for the box, that might help those boxes that still want to penetrate the floor. Adjust the MASS property of the different objects to get different interaction. For example, the bowling ball might be really dense and the boxes empty... Edited February 10, 2005 by zandoriastudios Quote Link to comment Share on other sites More sharing options...
jesshmusic Posted February 10, 2005 Share Posted February 10, 2005 That last one was pretty good! I may need to go back and experiment with rigid body dynamics. Quote Link to comment Share on other sites More sharing options...
agep Posted February 10, 2005 Author Share Posted February 10, 2005 Try using a beveled cube for the box, that might help those boxes that still want to penetrate the floor. And so I did.. And that worked!!! they did not penetrate the floor! thanks Quote Link to comment Share on other sites More sharing options...
Mr. Jaqe Posted February 10, 2005 Share Posted February 10, 2005 I wanna see your flick!!! can't you work any faster?!?! anyways, can you show us the final product of your box-experiment? Quote Link to comment Share on other sites More sharing options...
agep Posted February 10, 2005 Author Share Posted February 10, 2005 Go to the time in the choreography where you want them to stop sliding and set the ENFORCEMENT of the rigid body contraint to 0% Then resimulate. When I do that they just pops back to the first position.... so I ended up with deleting keyframes like Vernon suggested Quote Link to comment Share on other sites More sharing options...
agep Posted February 11, 2005 Author Share Posted February 11, 2005 Here is the last test.. there is still some bad movements... but its getting better? eskerigid3_Custom.mov Quote Link to comment Share on other sites More sharing options...
jesshmusic Posted February 11, 2005 Share Posted February 11, 2005 Oh WOW! By George I think you've got it! ....must....do... tutorial.....to......learn.......how.......to ......do!!! Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted February 11, 2005 Share Posted February 11, 2005 it looks good - but I feel for some reason the boxes fall too slowly for what I "imagine" is the weight & speed of the ball at impact - I would expect the "cardboard?, empty? filled?" boxes to fall more chaotically, and faster and with more sideways direction - I imagine the ball to be like a bowling ball? & the boxes appear lightweight ? - only you know how dense the items are supposed to be - so it's hard to judge (and maybe I haven't read all the posts to see if you mentioned what they are) Quote Link to comment Share on other sites More sharing options...
agep Posted February 12, 2005 Author Share Posted February 12, 2005 Is it possible to add density to a object that is in motion (that i have keyframed)? All the static object seems to interfere correctly with the boxes, but when I have a moving object (not rigid body), the object just passes through the boxes Quote Link to comment Share on other sites More sharing options...
johnl3d Posted February 13, 2005 Share Posted February 13, 2005 this looks better than the older version of AM http://johnl.inform.net/pages/9test1.htm but as a side note you can "adjust " gravity in the timeline which might help you tweak the box falls Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 13, 2005 Hash Fellow Share Posted February 13, 2005 Well, it's getting better... but there's still weird stuff going on, like the way the bottom left box moves in after the collision. But if you covered this up with a big Bamm-crumple-crumple sound effect you might get away with it. Quote Link to comment Share on other sites More sharing options...
zandoriastudios Posted February 13, 2005 Share Posted February 13, 2005 you could add some rotation to all 3 rotation channels of the ball before the dynamic constraint occurs, then some of that spin will be transferred on impact, rather than just pushing through. It is looking really good! Quote Link to comment Share on other sites More sharing options...
JoshB Posted February 13, 2005 Share Posted February 13, 2005 Is it possible to add density to a object that is in motion (that i have keyframed)? All the static object seems to interfere correctly with the boxes, but when I have a moving object (not rigid body), the object just passes through the boxes I was thinking about this one for a while. Not having the time to test it myself I thought this might work. Can you make the collision object (ball) invisible and still have it affect the boxes. If so you can constrain it to your moving object (non-rigid) and it will appear to be the model that is effecting the boxes. J Quote Link to comment Share on other sites More sharing options...
agep Posted February 13, 2005 Author Share Posted February 13, 2005 Can you make the collision object (ball) invisible and still have it affect the boxes. If so you can constrain it to your moving object (non-rigid) and it will appear to be the model that is effecting the boxes. Almost what I have done on this new test.. I made a dummy of the bird and simulated, then I replaced it with the bird.. still some funny movements though.. falle2_Custom.mov Quote Link to comment Share on other sites More sharing options...
Guest jandals Posted February 20, 2005 Share Posted February 20, 2005 I was just doing a test with rigid bodies with a couple cubes falling into a dish and where the geometry is in the model made a huge difference. At first my cube model was centered on the x and z axes but spanned from 0 to 20 cm on the Y-axis. When I simulated these they just fell through my dish geometry. But if I centered the cube on all 3 axes and simulate them they bounce and rattle around like they're supposed to. So I'm just curious about how you modeled your boxes... Quote Link to comment Share on other sites More sharing options...
agep Posted February 20, 2005 Author Share Posted February 20, 2005 I use the cube that is on the cd. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted February 20, 2005 Share Posted February 20, 2005 I like the test with the bird - this I can believe! The boxes seem to fall & interact appropriately for the perceived relative weights of the boxes (compared to bird) and for the direction and speed of bird at impact - looking good... Quote Link to comment Share on other sites More sharing options...
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