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OnoSendai
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Post by OnoSendai » Wed Apr 18, 2007 9:44 pm

reactor is based on a realtime physics simulator AFAIK (havok?) or is that something else? Anyways. i think it's *fast*

HotelAlpha
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Post by HotelAlpha » Wed Apr 18, 2007 10:30 pm

It´s not realtime, as far as I understand.

I declared the casings and the wooden bowl below as one Rigid Body Collection, defined mass and friction properties and the shape to be used for the collision calculations (bounding box or bounding sphere or mesh convex hull etc., ). When started Reactor calculated the fall of the casings and their collisions among them and with the bowl. This took several minutes. Result is an animation filling the choosen timeframe (100 frames in this case). Then I simply rendered the last frame.
Of course, some experimentation is necessary to get collision tolerance etc. right.

Markus

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suvakas
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Post by suvakas » Wed Apr 18, 2007 10:44 pm

OnoSendai wrote:reactor is based on a realtime physics simulator AFAIK (havok?) or is that something else? Anyways. i think it's *fast*
Yes, you're right. It should be based on Havok and it is quite fast. It has real time preview window and everything. Of course speed depends on the scene.

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Zom-B
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Post by Zom-B » Wed Apr 18, 2007 11:57 pm

mrCarnivore wrote:I tried dropping 3 ice-cubes into a glass (not too many verts) in blender but it took like 5 hours and was still not finished... :-(
it should be possible to use a low(er) poly mesh for the simulation, and apply the animation afterwards to your ice cubes.... at last in some Videogames hitdetection/physics work(ed) like this...
polygonmanufaktur.de

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