Scolring - Forum

Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology

Vous pouvez changer la langue de l'interface une fois inscrit - You can change the language once registered

You are not logged in.

#1 13-Nov-2014 20:34:10

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

simulating buoyant create with plugits

colleagues:

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) smile

Offline

#2 13-Nov-2014 22:00:45

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: simulating buoyant create with plugits

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.

Offline

#3 13-Nov-2014 22:38:59

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: simulating buoyant create with plugits

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.

Offline

#4 13-Nov-2014 22:56:10

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: simulating buoyant create with plugits

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)

Offline

#5 13-Nov-2014 23:16:48

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: simulating buoyant create with plugits

arkeon wrote:

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.

Offline

#6 13-Nov-2014 23:19:21

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: simulating buoyant create with plugits

you can manage path animation with the object track plugIT (in the beta version)
maybe using physics for this here is not really necessary.

Offline

#7 13-Nov-2014 23:22:11

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: simulating buoyant create with plugits

arkeon wrote:

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..) smile

Offline

#8 14-Nov-2014 00:37:59

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: simulating buoyant create with plugits

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...

Offline

#9 21-Nov-2014 17:34:23

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: simulating buoyant create with plugits

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 ^^

http://newtondynamics.com/forum/viewtop … =12&t=8742

Offline

#10 21-Nov-2014 20:23:37

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: simulating buoyant create with plugits

arkeon wrote:

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 ^^

http://newtondynamics.com/forum/viewtop … =12&t=8742

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.

Offline

#11 21-Nov-2014 22:51:10

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: simulating buoyant create with plugits

you can already define a 0 gravity
no need of buoyancy for this smile

but yes it can be used to simulate balloons or floating objects

Offline

#12 22-Nov-2014 00:26:04

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: simulating buoyant create with plugits

arkeon wrote:

you can already define a 0 gravity
no need of buoyancy for this smile

but 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)

Offline

Board footer

Powered by FluxBB