#Dynamic Motion Module
12-Oct-94 16:15:41
Sb: #128444-#Dynamic Motion Module
Fm: BRENT W. MALNACK 73131,2027
To: david W. mennenoh 71561,2343
Dave,
While in some instances it would be easy to calculate roughly how much time was
needed, it becomes much more complex when an object may encounter many others
on its way down. Also, for things that might be traveling across a ground
object, and maybe even heading uphill, the calculations become much too
complex.
Calculations in DMM are frame interdependent meaning that until we calculate a
given frame, we cannot calculate the following frame. DMM calculates motion at
1/30th of a second, although we added a sampling routine to calculate motion at
finer increments. Sometimes the distance travelled between two frames may allow
an object to penetrate another object. To allow for this, the user can select a
resolution of up to 1/480th of a second. This is not necessary for most
animations and does increase the scene generation time.
Yes, the first sample I uploaded to Compuserve is fairly simplistic. Within a
few days, I should be able to upload some complex object interactions. If you
compare the sample versus what the bounce kxp does if you rotate the slab on
its side, you should get a general idea of the differences between a bounding
box detection test versus a complex detection test like DMM performs.
Thanks for your interest and comments. DMM will only get better by users
requesting features they'd like to see.
Brent