CompuServe Thread

#Dominoes

9 messages in this thread
#196512From: Ed KellermanOct 22, 1995 4:23 PM
#Dominoes — declared parent_msg_num=(none), resolved parent_id points to #(none)
Does anyone know how to make dominoes, placed in a row, fall down in a chain reaction? I've tried doing it with Key Factory for a few days and couldn't get it to work with more than four dominoes. (I have DMM, but I don't think it can be used for that problem). My latest approach was to use boxes with the pivot at the bottom and locked X, Y and Z axes. I tried many settings for the parameters (elasticity, drag, friction, mass, gravity, . . . ). When using gravity, I placed the dominoes on a large, thick box. Thanks. Ed K.
#196546From: Murat BezelOct 22, 1995 9:43 PM
#196512-Dominoes — declared parent_msg_num=196512, resolved parent_id points to #196512
Ed: I know a student who wanted to make such an animation, even a little more complicated, because the path the dominoes described was going upwards in a spiral. My tip for him was to animate the first and the second domino with accurate key timing (of course it's best to place the pivot at the bottom front, as your latest approach was). As the next thing I proposed to copy tracks to the following dominos. The only thing is that you normally have to shift keys for any domino by hand. I'm not exactly sure if he did it that way, but the animation looks really good. BTW: Copying tracks and shifting them should be easily possible with Keyscript, if you aren't afraid of programming a bit and have R4. My experiments with physical animations and combined usage of collision detection and gravity didn't work out exact enough for those types of work. It seems to be impossible to create a repetitive movement with this way. In this cases programmed animation (Keyscript) and calculating seems to be a much better way. Hope that helps for a first approach, I could try to get more information about the student's domino-work if you want. Murat
#196934From: Ed KellermanOct 25, 1995 12:07 AM
#196546-#Dominoes — declared parent_msg_num=196546, resolved parent_id points to #196546
< My tip for him was to animate the first and the second domino with accurate key timing (of course it's best to place the pivot at the bottom front, as your latest approach was). As the next thing I proposed to copy tracks to the following dominos. > Neat! <In this case programmed animation (Keyscript) and calculating seems to be a much better way.> You've given me an idea. I asked the question to help me with a review of "physics" IPASes that I am writing. If my editor approves, I'll add that kind of information to the article, and make it more complete. If anyone else wants to share their techniques, please jump in! <My experiments with physical animations and combined usage of collision detection and gravity didn't work out exact enough for those types of work. It seems to be impossible to create a repetitive movement this way.> Could you tell me what you tried? Did you use Key Factory or DMM? <I could try to get more information about the student's domino-work if you want.> Sure, but don't go through a lot of trouble. You've already helped a lot! Thanks! Ed Kellerman
#197005From: Murat BezelOct 25, 1995 11:03 AM
#196934-#Dominoes — declared parent_msg_num=196934, resolved parent_id points to #196934
Ed: <<Could you tell me what you tried? Did you use Key Factory or DMM?>> I'm still writing a book about 3D Animation and had to describe a couple of different programs. One of them was Real 3D, that allows physical Animation. I do only have the demo of Keyfactory and don't know of DMM, could you tell me about? <<Could you tell me what you tried?>> I must admit that I am an absolute 3DS fan, even more after looking at all the other programs, so I did not really produce an animation with the physics of Real 3D, just had to understand how it works. The experience, though, was that a couple of things as your dominoes or also a spinning wheel of a car that matches the car's movement work better by calculating (in the case of the car it's calculating the wheel's curcuit, not that comlicated). The other way would be surface friction with physics and is never done appropriately. < …but don't go through a lot of trouble> It would be a little complicated, so I'm glad I don't have to. If I can help you in any way, just tell. Murat
#197140From: LEE STEELOct 26, 1995 7:02 AM
#197005-#Dominoes — declared parent_msg_num=197005, resolved parent_id points to #197005
DMM is a product developed by Positron Publishing, the same folks who developed Meshpaint. THey have thier own forum. Type: GO POSITRON
#197166From: Murat BezelOct 26, 1995 11:22 AM
#197140-Dominoes — declared parent_msg_num=197140, resolved parent_id points to #197140
Lee: Thanx, I will check that. Murat
#196568From: James Coulter[Mindscape]Oct 22, 1995 11:14 PM
#196512-Dominoes — declared parent_msg_num=196512, resolved parent_id points to #196512
> Does anyone know how to make dominoes, placed in a row, fall down in a chain reaction? < That's easy! Open a Pizza Hut! I expect that my licence to attend the forum will be revoked for this one. . . — James — Choreo Motion —
#196935From: Ed KellermanOct 25, 1995 12:07 AM
#196568-Dominoes — declared parent_msg_num=196568, resolved parent_id points to #196568
<That's easy! Open a Pizza Hut!> Yeah, but then I'd have to deliver! Ed K
#197305From: James J. TrobaughOct 27, 1995 8:28 AM
#196512-Dominoes — declared parent_msg_num=196512, resolved parent_id points to #196512
Ed, I found your dominoes question to very interesting, so I try working on the puzzel. As you did I first tried to do it in KeyFactory, but that just got me very frustrated. So I decided to write my own routine in Keyscript. I got it to work, but the code is still very crude and not very user friendly. I uploaded a copy of a demo flic file that I made. Take a look at it and see if it looks like what you were trying to do. If so I'll let you know when the code is a little less "buggy" and more "friendly". James J. Trobaugh