johnl3d Posted March 1, 2005 Posted March 1, 2005 This one is hard to explain...but imagine that each of the pillars are of different material and density and a huge force comes in from the left side of the screen and the pillars react based on their weight etc. Well I gave each pillar different settings with the rigid body constraint (enforcement) and (bounce ) mainly then increased the dynamic force (gravity) of the chor over time in the x and a little in the z direction this is the results. I know weird but it has a purpose need spell check for topic line...hey its late b2.mov Quote
jamagica Posted March 1, 2005 Posted March 1, 2005 Haha...that was funny and cool! If you made a sprite of those pretty "flower firecrackers" you could animate them in that same way Quote
Vash Posted March 1, 2005 Posted March 1, 2005 That looked silly like if you enter in a code in a game that didn't work quite right or something. Wait, that means you got rigid bodies to work! TELL ME HOW! Quote
johnl3d Posted March 2, 2005 Author Posted March 2, 2005 this is step 2 tried an earthquake effect had x ggravity vary right and left as simple buildings fall b3.mov Quote
johnl3d Posted March 2, 2005 Author Posted March 2, 2005 here is picture of timeline for gravity ..dynamic force in chor Quote
johnl3d Posted March 2, 2005 Author Posted March 2, 2005 Vash get sphere from library drop into chor and position above ground make sure you are at frame 0 right click on sphere new constraint ..rigid body ..last one I think set chor for at least 3 -4 minutes right click on chor in pws select simulate rigid bodies watch the ball fall and bounce something like this http://johnl.inform.net/pages/9particle17.htm without the particles Post your results Quote
johnl3d Posted March 2, 2005 Author Posted March 2, 2005 rigid body at work http://johnl.inform.net/pages/material3.htm http://johnl.inform.net/pages/particle3.htm http://johnl.inform.net/pages/9material2.htm Quote
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