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Thread: pool balls won't roll

  1. #1

    pool balls won't roll

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ID:	141502 I"ve tried rather unsuccessfully to get these pool balls to act like real pool balls. They don't roll when struck by the cue ball. Any help with this would be much appreciated. thanks

  2. #2
    I just tried with some layout objects and it seems to work. Attached sample test. Maybe it could be the size of your objects?

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    Attached Files Attached Files

  3. #3
    Thanks GraphXs, but I'm in LW 2015 so I can't open this file. I do appreciate the help, I'll keep trying to get some positive results. Did you use the default settings? Looks like you did.

  4. #4
    Registered User OjN's Avatar
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    table friction

    Do you have friction in the table plane?
    You maybe need change the proprieties of you Billiard table and incease friction

  5. #5
    thanks, I'll try that.

  6. #6
    I have to say, I'm really frustrated with the bullet dynamics system here. First, the entire rack of balls (15 in a pyramid) wouldn't move hardly at all. So, I went for the simple, like I usually do. Just three balls, two balls and a cue. One or both balls go flying off the table!! Either the balls won't roll on the table or else they go off into space like projectiles! But a normal roll like a real pool ball, unobtainable. And I've played with all of the settings, which by the way, don't seem to be behaving consistently. This is very frustrating! Why, for instance, would the one ball just change course in the middle of a roll? Without touching anything, it just turns almost 90 degrees and heads in a different direction! WHAT?????
    Last edited by jimiclaybrooks; 05-03-2018 at 12:17 PM.

  7. #7
    ex-LightWave documentation BeeVee's Avatar
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    Share your scene? Maybe we can better help then.

    B
    Ben Vost
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  8. #8
    Here is a 2015 sample version. attached
    Attached Files Attached Files

  9. #9
    ex-LightWave documentation BeeVee's Avatar
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    Looking at the scene that GraphXs posted, I was wondering why all the balls were rolling off the edge, then checked the World Properties and saw that gravity was also 4m in the X! Changed the balls to sphere shapes as well and they are behaving quite nicely.

    B

    test.7z
    Last edited by BeeVee; 05-03-2018 at 03:24 PM.
    Ben Vost
    LightWave 3D Docs wiki
    AMD Threadripper 1950X, Windows 10 Pro 64-bit, 32GB RAM, nVidia GeForce GTX 1050Ti (4GB and 768 CUDA cores) and GTX 1080 (8GB and 2560 CUDA cores) driver version 456.71, 2x4K 23.5" monitors
    Dell Server, Windows 10 Pro, Intel Xeon E3-1220 @3.10 GHz, 8 GB RAM, Quadro K620
    Laptop with Intel i7, nVidia Quadro 2000Mw/ 2GB (377.83 and 192 CUDA cores), Windows 10 Professional 64-bit, 8GB RAM
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  10. #10
    ex-LightWave documentation BeeVee's Avatar
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    Slightly updated and even have some backspin on some of the balls, reckon you could animate the cue on the Bank to give it some spin too...

    B



    Bullet_pool_test.7z
    Last edited by BeeVee; 05-03-2018 at 03:48 PM.
    Ben Vost
    LightWave 3D Docs wiki
    AMD Threadripper 1950X, Windows 10 Pro 64-bit, 32GB RAM, nVidia GeForce GTX 1050Ti (4GB and 768 CUDA cores) and GTX 1080 (8GB and 2560 CUDA cores) driver version 456.71, 2x4K 23.5" monitors
    Dell Server, Windows 10 Pro, Intel Xeon E3-1220 @3.10 GHz, 8 GB RAM, Quadro K620
    Laptop with Intel i7, nVidia Quadro 2000Mw/ 2GB (377.83 and 192 CUDA cores), Windows 10 Professional 64-bit, 8GB RAM
    Mac Mini 2.26 GHz Core 2 Duo, 4 GB RAM, 10.10.3

  11. #11
    OK, here's the scene I'm working on. Its nine ball instead of a full rack, but at this point I'd settle for nine balls. I'm really interested to see if anyone can fix this. Thanks
    Attached Files Attached Files

  12. #12
    Electron wrangler jwiede's Avatar
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    Is there a reason you can't use similar settings to the ones provided in post #10 above?

    Did you review how the scene posted in #10 was changed from the original to yield a working physics simulation?
    John W.
    LW2015.3UB/2019.1.5 on MacPro(12C/24T/10.13.6),64GB RAM, NV 980ti

  13. #13
    no, I didn't have time yesterday. doing that now, thanks. Well I did look at it, and I'm not seeing anything that will help me. First off, pool balls don't roll over one another, which has been a problem. Secondly, these balls don't look heavy enough. They move like they're not that heavy at all, so that's another problem. And thirdly, the balls don't react to one another realistically. i do appreciate the help and the efforts made, but this doesn't really show me what I need to see.
    Last edited by jimiclaybrooks; 05-04-2018 at 09:46 AM.

  14. #14
    Super Member XswampyX's Avatar
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    Have a look.

    Pool_Balls_XSX.zip

    A couple of things I noticed about your original scene...

    It's too small, bullet likes larger objects so mine is 10 times the size.

    You created a nice looking table, but it isn't very bullet friendly. Use a hidden simpler mesh for your collision objects.

    You have each ball set with it's own physics in bullet, every time you need to test a setting you have to change every ball.... what a ball ache!
    Use a null for each setting and then assign it as an envelope.

    You are going to have problems getting the balls to stop spinning/rolling this is just how bullet physics is. You will have to freeze each shot and start the simulation again.

    Hope it helps.

  15. #15
    Thanks for the tips. It seems you didn' t notice, but there's a low poly collision obj that I used for the simulation, not the table. Its just for show. The balls were scaled at actual size, which is 2 inches. Didn't know that would be a problem. Great tip on the null, I'll try that, but realistically, I think I'll just get a camera and shoot a break on a real table. At this point, it would be a lot less hassle, and it would show what I really need, which is the reaction of the balls being hit by the cue. I was a high school champ in billiards, so I'm well aware of how the balls react on a breakup. Thanks again for the help.

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