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Thread: Bullet tests - share your results

  1. #16
    Lightwave Pimp Skonk's Avatar
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    You need to increase the frame rate, if objects are passing through then its likely due to them moving so fast that they are bypassing the collision between frames.

    Default is 120fps, try putting it up to 360 or something?
    uh wha?

  2. #17
    Not so newbie member lardbros's Avatar
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    Nice idea for the thread... got some of my stuff to post in a bit.

    But... has anyone tried MassFX in 3dsMax, especially in 2013? It seems like as soon as LW catches up a little bit, the big boys go a step further. I set up a scene in 3dsmax and LW, and tested the speed differences. It's basically like those Kush/Koosh balls from the 80s, using soft-bodies.

    In LW, it's reasonably fast to simulate it... the problem is that 3dsMax does it A LOT faster, and that was with self-collision turned on, whereas I had it off in LW. Also, there are options for kinematic soft-bodies, and tonnes of tweakable parameters that helped me get a nicer effect. I know this is the first iteration of soft bodies in LW... but it also is the first iteration of MassFX i soft bodies in 3dsMax.

    Aaaaanyway, I don't want to sound like a troll... I'm not, I'm just concerned, as I prefer to do my work in LW, but want to let Newtek know there still needs to be work done on the speed of things in Bullet

    --------------------------


    Oh, and all the options within MassFX in 3dsMax also have a 'live' setting, so you can drag your simulations around in real-time to see how it reacts to your settings. Would love a nod from Newtek to see if they are going to work on extending Bullet to doing this kind of thing
    Last edited by lardbros; 02-23-2013 at 06:52 AM.
    LairdSquared | 3D Design & Animation

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  3. #18

    3DsMax is certainly better at some things,
    though LightWave has it's Pro's too... (Genoma, some Modeler tools, etc...)

    it'll always be like that. there are many things i like in xSI / Maya / Max...
    but i can't have them all...

    don't forget the price of 3DsMax though, over 10 years that's quite an expense. $
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  4. #19
    Not so newbie member lardbros's Avatar
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    Quote Originally Posted by erikals View Post
    3DsMax is certainly better at some things,
    though LightWave has it's Pro's too... (Genoma, some Modeler tools, etc...)

    it'll always be like that. there are many things i like in xSI / Maya / Max...
    but i can't have them all...

    don't forget the price of 3DsMax though, over 10 years that's quite an expense. $
    Yeah, you are dead right... the cost is extortionate... and I certainly wouldn't be paying for it myself. It's just down to the fact that I found the effect I was after was MUCH easier to achieve in 3dsMax, than in LW. Still not happy with it in LW to be honest.

    These simple facts seem to affect my workflows:

    Turning Dynamics on and off constantly because every time I tweak something it tries to re-simulate. This is unnecessary in 3dsMax, it doesn't re-sim until you hit the sim button.
    Even when I alter settings on the self-collision panel (despite it not even being active) it'll re-sim. I find it pretty difficult to get into a workflow of tweaking, and simming.

    Anyway, back onto topic... sorry for moaning... will post my stuff later!
    LairdSquared | 3D Design & Animation

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  5. #20
    eye kan kode gud jrandom's Avatar
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    I've got a simple exploding moon animation (Quicktime, 18MB) inspired by a friend of mine who was looking for a water-filled moon exploding.

    I can't really do water, but I did play around with hypervoxels a bit:
    Click image for larger version. 

Name:	Water Splodey Moon 2.jpg 
Views:	96 
Size:	14.8 KB 
ID:	112227

    I do wish we had a fracture tool that gave rougher edges (as opposed to the 'broken ceramic' look).

  6. #21
    Spinny Spinland's Avatar
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    So, I'm working on a project where I wanted a long scarf blowing in the wind. Pretty typical "waving flag" scenario and I got it sorted out in ClothFX fairly quickly.

    Then I got the crazy idea to see whether I could do the same thing using Bullet. After some trial and error today I think I have a good method worked out. I'm using two force field nulls, one just in a straight line for the main wind and one with the force direction controlled by a turbulence procedural to add some chaotic movement to the deforming object (the scarf). In this test animation I rotated the direct wind null through plus/minus 80 degrees on heading just to make sure I had complete control over the wind direction used in this manner.

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  7. #22
    Quantum Mechanic danielkaiser's Avatar
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    Some Easter eggs.
    Attached Files Attached Files
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  8. #23
    Spinny Spinland's Avatar
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    Well, worked out another iteration of the blowing scarf effect. Thanks to some input from XSwampyX and Danner in another thread I was able to simplify my forces rig. By controlling the strength of the wind force with procedural turbulence and keeping the direction vector constant I was able to get away with just one velocity force object instead of the two I was using before.

    I experimented with hold nulls but was never happy with how they were working for me so I went back to using a weight map to define the deforming geometry versus what stayed fixed.

    In this sequence the scarf is moving 60 meters over 400 frames, simulating being worn by a skier, then suddenly stops--ouch, bad tree! Since the force was controlled by a texture I couldn't envelope it but by applying envelopes to the force density and the damping coefficient I could simulate the wind suddenly stopping. Might still need to tweak the final falling limp part to be less floaty but in general I'm happy with this approach.


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