atimatik
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Posts posted by atimatik
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9 hours ago, jed said:
I'd use a slider connector on the ball with suitable upper and lower limits. The slots would be non dynamic.
great tips. ty
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10 hours ago, deck said:
As I mentioned previously its all about the collision margin, in the grab below you can see the end of your cylinder / pivot point. Your cylinder is about 5.9 cm and the gap between the rails is about 6.2, so 1.5 mm gap on each side.
The collision margin defaults at 1cm, the margin means that dynamics is calculated when things get that close to each other, that means with your current set up they dynamics engine sees your pieces as inside each other and that's why it goes a bit crazy. Your collision margin needs to be smaller than the space between pivot and rails.
Your cylinder is also not straight tho that's not what's causing the issue here.
Connectors are a whole separate subject, the cafes beef doctor has a great series on those, maybe this vid below will get you started, tho with collision margin reduced your rig will work.
Deck
Precisely my issues with that video. Thank you so much!
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Are my default setting somehow incorrect? Also can you elaborate on the connectors a bit more?
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I have ensured no contact is made with the sphere and the rails. It should simply fall down to the bottom of the rail and stop. However it stops in place and jitters a bit. I have reduced the Size Increment to allow the sphere to fall, but once it hits the bottom part of the rail, it slips out. Can anyone guide me or throw me some tips on how to make this function properly? Thanks!
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5 hours ago, Cerbera said:
You seem to be unaware that you cannot have any intersecting geometry in a dynamic shape, or it will just explode. Your object is full of that unfortunately - just hasn't been modelled with enough care. You can turn self-collisions off to try and avoid that, and that does stop the instant explosion here, but that usually affects the realism of the dynamics within the scene, so it is best left on and the model adjusted so it doesn't overlap itself, although that is actually quite hard to achieve if you build it only using the rather 'bodgy' method of swept star a long a helix...
CBR.
Thats kinda what I was figuring. I might try the "The Pixel Lab" work around. If that doesnt work, then as you have stated, remodeling is needed. Thanks for your help
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I recently found some protips (below video) on how to work with soft body dynamics, but was curious if there is some advice on how to avoid my swirl object from exploding out. Instead I want it to bound a bit when it hits the ground. It only wants to explode outward and not keep its form.
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My concerns are that a stitch will increase render times immensely. I was hoping to make a material stitch instead. Thoughts? Because absolutely I could use the spline to create a stitch, however, the above concern of render times.
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How would you go about creating a material stitch that would map on the outer edge of my objects. I am designing a mask and need to have the stitch follow the outer edge. The stitch is slightly set inward from the edge. At this time the model is an extruded spline and not editable at this time.
Is that something that needs to be UV Mapped?
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I have the nulls parented to the bend deformers, and have the splint (dynamics) not parented and it just doesnt work, even though my hair constraint tag is pointing to the nulls that are parented to the bends. No idea
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I cant find a way to not have the bend deformer effect the spline. I'd probably have to do some expresso.
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I think I'll use this method but without the dynamics, the constraints are all I really need. I am trying to figure out how to keep the spline from pinching as the two points get closer together.
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I am creating a mask that can fold and unfold and currently I'm using the bend deformers to accomplish this. The mask has straps on the sides that need to be attached and was hopeful for some solutions to do this.
I'm unfamiliar on how to accomplish this. I am planning on using a spline and somehow parenting the spline point to the mask edge that will be moving.
Thanks for any advice
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On 11/27/2019 at 9:32 AM, SKaiser said:
I had the same issue with Xparticles and uploading to Rebus render farm. In the end I had to convert the Xparticles to an alembic. Not sure if that's an option for you but saving the Xparticles Cache internally may work.
Yes I've had issues with Rebus as well as Ranch
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which render farm do you use?
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Just tried placing them in same folder. Didnt work, sigh.
As in collect assets? Yes. The xpCache does not show up in the newly created folder. I have to manually copy-paste the xpcache folders in and then reattach once in the scene. Once I go to send to render farm or team render. The xpcache is nowhere to be seen.
And the real kicker is my maintenance is up as of 2 weeks ago, but this issue was brought up to Insydium last year and they had a hotfix for it, which did not help.
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issue appeared to be x-particles. seems I found a glitch. when i removed x particles motext showed up.
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And i can make them all show up if i change the Display > Lines
And then change it back.
I can save the project after, but when i reopen, all those motext files are invisible in viewport/render until i turn them off/on.
If i then send to render farm, they do not show up.
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im going to be attempting this differently. ill be using an alpha within my striped material and then stack it into 2 other layers onto the boole.
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xparticles xptrails network that fades when excedes distance
in Animation - Do Not Post Here
Posted
is there a way to achive this with xparticles. when the distance is exceeded that the trails wont just shut off, but fade out like you can do with Plexus.