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#1 |
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There's probably a simple answer to this, something I'm overlooking. I'm trying to use bullet to simulate an explosion in a complex landscape, so I have a keyframed expanding sphere as my 'kinematic body', and my ground as a 'static body'. Everything else is 'parts body'.
The simulation runs nice enough, but the problem is that everything starts falling apart from frame 1. Which is prior to the keyframed explosion actually colliding with anything. My hunch is that it's defining the buildings interacting with the ground layer as a collision, and the preemptive dynamics are the result of that. How exactly would one avoid such a problem? Seems like if I don't make the ground a static body, everything will just fall through it. Doesn't really work to have the buildings floating either. Some of the geometry does intersect the ground layer, and is in fact hidden below it. Should I boolean away anything below the ground layer? I assume someone must have figured this one out. Any suggestions. |
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#2 |
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bump
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#3 |
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set the objects to start "sleeping". objects do not calculate until they contact that way, however i think you may find an expanding sphear dose not work, i tried the same on an object and nothing happened!
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http://digitawn.co.uk "At last, i have a website!" Intel® Core™ i7 980X Extreme Edition Processor, (3.33GHz,12MB Cache) Asus P6X58D-E-USB3, 128GB MLC SSD SATA Solid State Drive, 1536MB NVIDIA Geforce GTX480 with CUDA Graphics Accelerator, G.Skill 12GB DDR3 1600MHz Memory (6x 2GB KIt), thermaltake level 10 case, windows 7 ultimate 64bit |
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#4 |
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also your ground should not be single sided, with bullet all your objects have to enclosed solids or water tight, otherwise strange things happen!
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http://digitawn.co.uk "At last, i have a website!" Intel® Core™ i7 980X Extreme Edition Processor, (3.33GHz,12MB Cache) Asus P6X58D-E-USB3, 128GB MLC SSD SATA Solid State Drive, 1536MB NVIDIA Geforce GTX480 with CUDA Graphics Accelerator, G.Skill 12GB DDR3 1600MHz Memory (6x 2GB KIt), thermaltake level 10 case, windows 7 ultimate 64bit |
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#5 |
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thanks I'm giving it another shot with a simpler landscape. Everything should be air tight, and the ground now has thickness.
![]() Though for some reason some of my geometry simply vanishes after the first frame, not really sure what's going on there ![]() |
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#6 |
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#7 |
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Is it specifically an expanding sphere that's the problem, or do dynamics fail to consider all keyframed kinematic objects?
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#8 | |
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Quote:
![]() edit: think I've finally got a handle on this. Turns out it was interacting very oddly with the ground. I replaced the ground object with one with a few more subdivisions, and it seems to be working ok now. |
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Hmm.... Last edited by today : 6th April 2012 at 06:47 PM. Reason: Edit |
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#9 |
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i had problems with resizeing any object, if you do get it to work with an expanding object can you let us know how you did it, one would asume that is the best way to create big explosions so is something i would like to see work.
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http://digitawn.co.uk "At last, i have a website!" Intel® Core™ i7 980X Extreme Edition Processor, (3.33GHz,12MB Cache) Asus P6X58D-E-USB3, 128GB MLC SSD SATA Solid State Drive, 1536MB NVIDIA Geforce GTX480 with CUDA Graphics Accelerator, G.Skill 12GB DDR3 1600MHz Memory (6x 2GB KIt), thermaltake level 10 case, windows 7 ultimate 64bit |
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#10 |
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So far no luck with an expanding sphere. I have to assume it's either a bug, or some setting I'm missing.
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#11 |
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http://youtu.be/XzcIB3bg4RE?hd=1
Since resizing didn't work, I resorted to rapidly moving a large sphere towards the camera. ![]() |
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