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Dynamic object won’t hit the floor
Posted by Rick Morton on December 13, 2019 at 4:53 pmI’m still fighting with this. It never used to happen, now it does. Simple cloner with capsule object. A floor. Capsules drop to the floor and pile up, spread, etc. Problem is they don’t hit the floor; they’re a small distance above the floor – floating off the surface. I’ve tried adjusting the margin to as little as .5 and that doesn’t help. So far the only fix I’ve found is to add a fake floor, as a plane, above the dynamic floor. This can’t be the only way, however. What am I missing?
Tried to upload the file but get ERROR.
Thanks.Steve Bentley replied 6 years, 5 months ago 3 Members · 7 Replies -
7 Replies
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Brian Jones
December 13, 2019 at 5:04 pmProject/Dynamics/Expert reduce Collision Margin – you may have to increase Steps per Frame since there will be more likelihood of objects passing through the collider (depending on object speed).
Or not if you’ve already been there. Upload doesn’t work if you drag and drop the file into the message window? -
Rick Morton
December 13, 2019 at 5:25 pmFound it. Render settings. Increased to 8 and no difference.
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Brian Jones
December 13, 2019 at 6:51 pmGaps everywhere, the plane has Use Margin enabled and is set to 0.762 cm the Pills Use margin is on and set to 1.27 cm and the Project/Dynamics/Expert/Collision Margin is still set to 1cm.
You can turn off the Use Margins in the Dynamics tags and set the Collision Margin to 0 and it will work. I had to set Steps per Frame to 20 and Maximum Solver Iterations Per Step to 20 to get no penetration of the floor by the pills.
Or you can set Collision Margin to 0.1cm and then Steps per frame and Max Solver Iterations both to 10 and that works (still having Use Margin in both Dynamics Tags turned off) -
Steve Bentley
December 14, 2019 at 8:58 amI got much better results with a “cylinderYaxis” shape rather than either convex hull or the moving mesh. While the moving mesh is always more accurate, it does always seem to be “stickier”. I also dropped the friction down to 2% and upped the bounce to 25%. For me those simple changes yielded a realistic cellulose pill drop on a countertop type surface. At least from what I remember the last time that damn childproof cap exploded off the bottle.
If you do use the “cylinder”, rotate the transform Pitch in the cloner a little – with no rotation some of the cylinders will land end-on and just stand up. “Box” works too (and doesn’t suffer from the stand up problem due to pointy corners) but the pills won’t roll when they settle. If there is no label on the pills (to giveaway the rotation) then the “box” is the better choice. Plus they simulate so much faster than moving mesh.
You can also add a Friction force as an object from the Thinking Particles menu inside simulation. Its used like an effector but you don’t put it in the effectors field in mograph, it will just work on all the pills. Use a sphere for the Friction object’s fall off then use the inverse button. (see pic below) The yellow area is the area not affecting the pills and the red is the area that will slow them to a stop. Spread out the two areas but make sure the yellow area rises up to encompass where the pills come from otherwise they won’t get to where they need to go. (personally I’d drop the pills from a much lower height – these Sims usually have too much energy in them anyways).
If you are using R20 and above you can use Fields to do this.
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