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RE: [Virtools] Physics Car d(r)ive into water (see also Screenshots) ... ?!?
- Subject: RE: [Virtools] Physics Car d(r)ive into water (see also Screenshots) ... ?!?
- From: "ChrGarnier" <chrgarnier@wanadoo.fr>
- Date: Tue, 9 Apr 2002 09:52:53 +0200
- Importance: Normal
Hello,
Just a few thoughts:
1, The use ball does not need any convex or concave setting.
2, The ball is not drawn by the "debug rendering" because it would need a
mesh to be calculated (wich resolution?...) but is taken into consideration
by the physics engine.
3, When you physicalize the wheels before the car, you have 2 surfaces taken
into
consideration by the physics engine for each wheel, which is unnecessary.
4, Using convert to buoyancy, you convert a volume into water. Each
phisicalized
object will then react to buoyancy and not to gravity for the object volume
it is flooded into the water. Any additional surface is for rendering
purpose
and not used by the physics engine.
Please have a look at the "rolling duck" example from the Virtools technical
demo
web site.
Best regards,
Christian Garnier.
-----Ursprüngliche Nachricht-----
Von: Matthias Liebl [mailto:matthias.liebl@raysono.com]
Gesendet: Montag, 8. April 2002 10:27
An: Virtools Theswapmeet
Betreff: Physics Car d(r)ive into water (see also Screenshots) ... ?!?
Hi all!
Does anybody have any experience about the Physics Car driving from land
into water?
Since months I have tried to figure out the problem why the Car denies to
drive into the water. Instead it stays on the water surface driving like
Jesus walking on the water ;-)
Now the problem becomes more transparent but not really a solution...
Using the BB Physics Debug Redering showed that the Physics Engine does not
calculate any Physics Surface with checked "Use Ball" in settings of BB
Physicallize. Even with Convave Count: 1
For debugging I have physicallized the wheels first before starting the BB
Physics Car.
So the wheels have difficulties to detect the water surface without any
calculated surface by the Physics Engine. Unchecking the "Use Ball" in BB
the wheels use their mesh and move very bumpily according to their low
polligon mesh (we have to do so to get high performance in rendering)
Now the BB Physics Debug Redering shows a physics surface on the wheels and
the wheels d(r)ive into the water at the first time they are leaving land.
Now some questions:
- Is there any Physics Surface calculated when checking "Use Ball" in
settings of BB Physicallize?
- How physicallize the water (just a plane from Virtools Resources)? Which
settings when using just the BB Physics Car without extra physicallization
of the wheels?
Thanks a lot! This is one of the main topics of our project [www.kocua.info]
Greetings to all Virtools Users,
Yours Matthias
-----------------------------------------------
Matthias Liebl [Team Bremen]
Ray Sono AG (Bremen) [company]
Matthias.liebl@raysono.com [E-Mail]
Otto-Lilienthal-Str.8, 28199 HB [Snail Mail]
+49 (0)421 59647-37 [Phone]
+49 (0)421 59647-77 [Fax]
www.raysono.com [Meet Ray]
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