Title: | Animated collision does not work |
Category: | Crash/Critical |
Status: | Closed |
Posted By: | coilbook ( ) |
Date Created: | 11 December 2015 |
Title: | Animated collision does not work |
Category: | Crash/Critical |
Status: | Closed |
Posted By: | coilbook ( ) |
Date Created: | 11 December 2015 |
Description: | Hi if I drop a sphere as water on a moving object added as aniamted collision water jsut goes right through it Seems liek you cannot use aniamted objects to interact with fluids etc |
Steps to Reproduce: |
11 December 2015
#7294 | ||
But when I use a plain box as animated collision fluid does collide. But then i have another problem. Our adhesion was set to like .7 like a glue So when fluid collides with animated object it does not travel on top of the object and it is left behind We tried to simulate a bucket of paint dumped on a moving car. | ||
11 December 2015
#7295 | ||
BUG When fluid falls on a moving box and adhesion is set above 1 LEts say 7 nvidia drvers crash | ||
16 December 2015
#7323 | ||
I have seen this bug in Lucid 0.2.5.5892 with Adhesion set above 1 too. Michael Wentworth-Bell -- Test system for Lucid: -- Portfolio - http://thelode.com.au
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16 December 2015
#7331 | ||
Yep, I've got similar. I'm trying to do a simple scene where I've a sphere which is turned into fluid, then a cylinder is animated through it - it's to make a blood hit element for someone being hit in the nose with a stick. When I set the stick to be a custom convex body, it stops animating. I thought it might be a case where Lucid would only use vertex animation so I changed the stick rotation keys into an xform instead but as soon as I turn on the sandbox or hit the record button the animation of my cylinder doesn't work. Likewise, time ranges weren't behaving on things. I've got a lot of blood shots to do on a show so we'd need: - Time ranges working - Ability to have an emitter object parented on to a track - imagine like a blood bag tied on to an animated object so it can take some velocity from the track
Edit - Also enable time range breaks fluids in 0.3.0.6055 though our collision object is working again, I tried setting the particle radius manually too but my fluid object stays as it's original mesh and won't make particles when the time range tickbox is on.
Cheers!
John | ||
16 December 2015
#7333 | ||
John, can you maybe send me a test scene showing this? There were some issues with convex collisions which we fixed for the next build so maybe you can try that again. Time ranges seem to be hit and miss depending on the Max installation. I don't know why, but on some computers what is defined as frames Max interprets as ticks and vice versa. Marsel Khadiyev (Software Developer, EPHERE Inc.) | ||
17 December 2015
#7335 | ||
Yep, it's working far better with the most recent nightly, collision objects are fine now. What I'm getting instead is that fluids are exploding as soon as they start to sim. I'm going to be doing some quite small scale stuff and if you let lucid choose your resolution and particle radius it's quite explodey :D Again I'm quite new to lucid so likely doing some dumb things, it seems like in some scenes that I've premade that changing resolution doesn't seem to have an effect on particle count but in brand new scenes it behaves okay. Lots of dumb things on my side first so I'll have a play for a few days and come back once I'm used to it. Would it be possible to get a second license on my user name? I'll play with it quite a bit at home over the holidays as it'd be great for me to have a settled solution for shots that I can script or automate :) | ||
26 February 2016
#7800 | ||
Sounds like the simulation is becoming unstable due to insufficient substeps or that particles are generated too big and too close together. Maybe setting manual radius could help. Marsel Khadiyev (Software Developer, EPHERE Inc.) |