#DynMotion Module
28-Mar-95 16:40:11
Sb: #161344-#DynMotion Module
Fm: BRENT W. MALNACK 73131,2027
To: M. G. BATCHELOR 71532,1214
Bill,
Here are a few answers….
>>1) What about Friction, Spin, etc. ?
There is no friction in the initial release. DMM uses a point to polygon
detection scheme that will need to be changed to a surface to surface scheme
before friction is enabled. Rotational values can be input in degrees per
second.
>>2) How are dynamic force vectors, etc. *defined* in 3DS/DMM ?
Gravity and Wind are defined by entering a magnitude value (in meters per
second), and a direction (input via X, Y, and Z values.
>>3) What forces are available (gravity, turbulence, etc.) ?
Gravity and wind as globals, velocity, acceleration, angular velocity as
locals.
>>4) Are all forces fixed or variable ?
Forces are constant in the 1.0 version. We will have provisions for variable
force in a subsequent release.
>>5) How are objects to be used in CD identified & bound ?
Objects may fall into one of four categories:
A) Keyframed
All keyframed motion is left intact. The only physical attribute that matters
is the elasticity setting.
B) Dynamic
Object is affected by global factors of gravity and wind, and can have any
combination of local variables. Mass, and elasticity, drag, along with motion
settings of acceleration, velocity, and angular velocity can be adjusted.
C) Key>Dyno
Object is left keyframed until a collision is detected, at which time it
becomes dynamic. This enables animations to be set up by keyframing paths so
that objects will collide.
D) Ignore
Any object with the Ignore setting will not be calculated in the detection
process, speeding up the generation time.
>>6) Are there trade-offs available wrt CD precision vs calculation speed, etc.
?
Not really. We are always in complex detection mode meaning that collisions may
take place between objects of any shape and size. The polygon normals are
examined for proper detection. There is a samples per frame setting that
determines the resolution of the calculation. By default, DMM calculates
collisions at 1/30th of a second. Objects travelling at a high rate of speed
may penetrate, or pass through an other object between one frame and another.
The resolution may be increased to nearly 1/500th of a second for such
situations. The higher the resolution, the slower the calculation. For most
animation needs, the default value of 1/30th of a second is sufficient.
>>7) Does it only feature "rigid body" dynamics, or can colliding objects break
apart, or deform each other due to the collision forces ?
Rigid body. However, an object chopped into many smaller objects may break
apart after a collision.
>>8) How fast are the calculations ? (I'm aware this sort of thing is typically
slow)
It is entirely dependent on the number of faces and vertices.
>>9) I assume that the routine can only operate on "normal" 3DS objects, rather
than perhaps AXP-generated particles, etc. ?
You are correct sir. There may be some developments in this area.
Brent