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i have an underwater scene i'm working on. the gravity is set to -5 (or perhaps lower) so things fall slowly. i'd like to apply a force every second to a shell, so it moves up when the seacreature is flapping its fins down, and then the force stops, allowing the creature to fall slowly as its fins flap up, and i'd like the force to be applied every 2 seconds, for example.
i know i need a timer, and either add impulse or physics tools to affect the creature, but i don't know how to configure the actions/events/mass of the creature/size of force
of course, newton buoyancy would calculate all of this, but arkeon i know you are pretty busy with the new release. (i'm installing the beta tonight)
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i have found i can periodically give the creature a push, but i have to use a dummy object in the dir object name of the physic impulse plugit. however, when i try to move the creature along its z axis using a dummy object with no physic properties, sometimes the creature moves in th +z direction, other times in the -z direction.
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this is embarassing....i'm going to arkeon's manual which i should have done long ago, i'll let you all know when i'm done if i still have this problem.
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I didn't implement buoyancy forces yet.
on the physic tools plugIT you have a check box to set the forces and actions to be set in local object coords.
so add physic tool to your creature (not dummy) and add impulses with this plugit. (not impulse one)
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I didn't implement buoyancy forces yet.
on the physic tools plugIT you have a check box to set the forces and actions to be set in local object coords.
so add physic tool to your creature (not dummy) and add impulses with this plugit. (not impulse one)
thanks
i set
time top event > physic tools
for the parameter i set the drop down to x y z
and in the box below i entered 0 6 6 (to push creature up and forward)
it's hard to make anything 'swim' without going up or down, since the y force, timer, and mass of object all have to have the right relationship, or over time, the object will tend to move upwards or downwards
but it kind of works, so thx arkeon.
for the (far) future....a plugit to randomly spawn objects and have them swim by the camera shell, disappearing when they have exceeded a certain distance limit.
for scuba diving with the plesiosaurs or extra terrestrial marine life in a(b) paleo(or exo) zooic aquarium.
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you can manage path animation with the object track plugIT (in the beta version)
maybe using physics for this here is not really necessary.
with the physics you can change the forces randomly over time, making it more realistic than an object following a bezier curve (if that's what you mean by object track)....unless you can make an object randomly deviate from the bezier curve but follow the same general direction. (that's some pretty complex calculus....i can't wait to try some of these features out..)
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object track convert positions to forces for physic bodies, but yes this is almost deterministic when there is no collisions.
maybe you should need something like object track that don't disable gravity and use forces only to move, but sync on the physic framerate...
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a note about buoyancy forces.
it works, but the actual version of newton 3 do not manage scale collisions on this so it's acting weird since OS3D 1.8 use only scaled collisions to allow dynamic bodies scaling and non uniform ellipsoids.
will try to figure it out this weekend otherwise it will be in OS3D 1.9 ^^
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a note about buoyancy forces.
it works, but the actual version of newton 3 do not manage scale collisions on this so it's acting weird since OS3D 1.8 use only scaled collisions to allow dynamic bodies scaling and non uniform ellipsoids.will try to figure it out this weekend otherwise it will be in OS3D 1.9 ^^
allright! flying, swimming, gravity,, no gravity, i think you have land, sea, air and space covered. it would be great to play with buoyancy to simulate flying on venus.
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you can already define a 0 gravity
no need of buoyancy for thisbut yes it can be used to simulate balloons or floating objects
Flying on Venus involves buoyancy because of the atmospheric density close to the surface.
http://m.space.com/24847-venus-explorat … craft.html
Last edited by hebdemnobad (22-Nov-2014 00:36:21)
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