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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: "Araya" <araya@easynet.fr>
- Date: Tue, 9 Apr 2002 11:24:32 +0200
Just want to correct something:
"When you physicalize the wheels before the car [...]" only this surface is
taken into consideration by the physics engine for each wheels. (no
duplication).
Araya
----- Original Message -----
From: "ChrGarnier" <chrgarnier@wanadoo.fr>
To: "Virt_User_Group" <virtools-user-group@lists.theswapmeet.com>;
<matthias.liebl@raysono.com>
Sent: Tuesday, April 09, 2002 9:52 AM
Subject: RE: [Virtools] Physics Car d(r)ive into water (see also
Screenshots) ... ?!?
> 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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