Title: | lucid bugs and issues summary so far 2 |
Category: | Workflow |
Status: | Open |
Posted By: | eloison ( Erwann Loison ) |
Date Created: | 23 October 2015 |
Title: | lucid bugs and issues summary so far 2 |
Category: | Workflow |
Status: | Open |
Posted By: | eloison ( Erwann Loison ) |
Date Created: | 23 October 2015 |
Description: | Here I am again with my little lists of problems:
1. I do not understand what the diffuse particles object type is in the lucid rollout 2. Use time range and 'Preserve initial velocity' produce odd results here, Lucid is not catching up at the moment it is specified in the dialog. 2b. This case of animating an object and trying to grab its velocity to continue the simulation does not seem to produce correct results (e.g: the ball will follow its course and stick to the first collision object it encounters and stays glued on the wall). 3. Animated collision objects do not seem to work for me 4. Foam does not simulate properly here. It spaws at randome times and simply traverse fluid and collision objects, falling into the abyss of the Max world. 5. It seems difficult to simulate 'fluid' object that retain their shape until they get hit or fall from reasonably high. They melt almost always enough to lose shape.
I'll think deeper if I have more to add and edit the post if necessary! :) |
Steps to Reproduce: | 1. N/A 2. For example animate a ball on 10 frames, set it to rigid body and start at 8 or something with preserve initial velocity ON. Here the ball will stall for some frames after frame #10 and then suddenly start to be simulated. 2b. Same example as above, make sure the ball is animated on X or Y axis and collide with a vertical object on its course. 3. Create a spinning rectangle box for example, set it to animated (or use the SDF collider with 'Is dynamic' ON if that is what it looks like) and simulate a ball of rigid body or fluid or whatever falling on it: no effect here. 4. Reproducing the example scene found in the docs on this website is enough to reproduce I think. 5. Take an object that has an highly recognizable shape and use particle cohesion 1.0 and viscosity 1.0, simulate. |