CompuServe Thread

#Rule-based animations

12 messages in this thread
#109314From: Richard CianoJun 23, 1994 2:56 PM
Simple question: How can one animate an object (for example a car moving over a terrain) so that the car mesh never passes through the ground mesh? (Thereby simulating a primitive form of gravity, if the car mesh is linked to something below the ground. I think..). Any help would be greatly appreciated.. as well as a reference to any relevant reading material.
#109323From: Jonas Ruikis [ADESK]Jun 23, 1994 3:54 PM
Richard, << How can one animate an object (for example a car moving over a terrain) so that the car mesh never passes through the ground mesh? (Thereby simulating a primitive form of gravity, if the car mesh is linked to something below the ground. I think..).>> What you're describing (car going straight) could be viewed as linear motion. When setting positions in the keyframer, the default tension, continuity and bias are set for non-linear motion. See pg 8-98 to 8-101. jonas[adesk]
#109370From: david W. mennenohJun 23, 1994 10:22 PM
You missed Richards point Jonas. He wanted to know if he could have a car or whatever travel over a "terrain" object while keeping the car attached to the ground the entire time. This would not be easy actually, and really has nothing to do with the TCB controls. Maybe one of the people involved with accident reconstruction could offer some good advice. Dave Mennenoh
#109388From: Constance R. RothJun 24, 1994 12:17 AM
Hi, David. I just finished an animation where this issue arose. Actually, Jonas is correct — the TCB sliders will have to be adjusted — in my case, The Tension slider specifically, had to be set at or near 50 at many keyframes, and keyframes had to be set literally every few frames during one portion…it's difficult to acheive what is described, but persistance will pay off. I would very much like to see a reply from someone involved in accident reconstruction. Regards, Connie
#109390From: John EllisJun 24, 1994 12:32 AM
David, >> He wanted to know if he could have a car or whatever travel over a "terrain" object while keeping the car attached to the ground the entire time. << Actually, I've worked with some accident recreation specialists with 3DS and its not that difficult to do. Basically what you want to do is creat the cars motion path in the lofter, using the terrain as the background and then import that path into the keyframer. Also whatever path was used to create the terrain can be used as a path for the vehicle as well. -JE
#109583From: Jim LammersJun 25, 1994 11:27 AM
>>Basically what you want to do is creat >>the cars motion path in the lofter, using >>the terrain as the background and then >> import that path into the keyframer. This works, but with one caveat: Following this procedure (which I did a while back for a production job) the car will just follow the terrain while rigidly staying in its original rotational position. So then, you use path/follow, right? Well, that makes the car follow the bumps better, but still you will have wheels that appear to plunge beneath the road at times. Tedious keyframe editing is about the only approach to keeping the four wheels tangential to the road on terrain that has any bumpiness at all. If your road is pretty flat, this wouldn't be much of a problem. I think the ultimate solution will be a KXP that does object collision detection. This is one of the new KXP possiblities that hasn't come on the market yet. It is entirely possible to set the car at the start of the road, run the kxp, click on the road, click on the car, and the keyframes are there, with 4 point contact (the four wheels) all the way through. Jim
#109617From: John EllisJun 25, 1994 5:10 PM
Jim, If you set follow with Banking off the tires shouldn't go into the terrain. Actually I think its best to use a dummy object and attach the car to it. That way if you need to you can give the car some shock absorbtion properties. Yes collision detection will be nice for a variety of applications. -JE
#109628From: John TissavaryJun 25, 1994 7:24 PM
Collision detection will be great, and you can bet your bannanas that someone is out there working on it (I even know who it is <evil g>). The down side will be potentially horrendous calculation times for high-res collision detection and other complex dynamics effects. John Tissavary (LUNA cie)
#109833From: Richard CianoJun 27, 1994 11:02 AM
I was originally hoping that collision detection had alredy been implemented, and that I would be patiently told I had been staring it right in the face. I am glad, however, to hear that someone expects to make it possible soon. Thanks, all.
#109838From: David J. MarksJun 27, 1994 11:12 AM
>> I even know who it is <evil g>) Na na na Naaaah na… (sure rub it it!)
#109651From: Yost GroupJun 25, 1994 11:41 PM
The Positron people are doing a dynamics KXP for collision detection, friction, gravity, etc. (800/365/1002) – G
#109596From: Timothy J LyversJun 25, 1994 12:53 PM
Isn't Richard looking to create a three dimensional path that uses the intersection of the horizontal path with the terrain? Then he could just adjust the rotation of the vehicle to allow for changes in the angle of the vehicle? (that's Angle of Attack for you pilots out there <g>) tjl