Activity › Forums › Maxon Cinema 4D › Dynamics clones falling through colliders?
-
Dynamics clones falling through colliders?
Posted by Michael Taylor on July 14, 2011 at 4:42 pmI’m trying to set up a few dynamics projects and I keep getting the same problem: I create a large number of clones and apply a rigid body tag to them, then once the dynamics kick in and the clones start falling, several of them pass through an object I have set up as a collider. I have the collider tag set to Static Mesh for it’s Shape. I’m not sure if this needs to be fixed via the RIgid Body tag on the cloner or the Collider tag on the object they are supposed to be bouncing off off, not going through. Any ideas? Thanks.
Ed Dole replied 8 years, 7 months ago 5 Members · 7 Replies -
7 Replies
-
Adam Trachtenberg
July 14, 2011 at 4:50 pmYou probably need to increase substeps in Project Settings.
-
Mekael Adu
May 20, 2012 at 8:50 ami’m having the same problem… i’ve increased the substep but some are still falling through.
“dynamic tag on several ploys in 5 emminter coliding in a edited motext connected with dynamic tag static mesh.”
frame subset 25
4gb 2.66 i5 dual
r 12
any help would b greatMekael mekaeladu@yahoo.com or creative cow
Mekael
-
Brian Jones
May 21, 2012 at 11:36 pmit might help to use Size Increment and/or Use Margin in the Collision tab
-
Mekael Adu
May 22, 2012 at 1:04 pmHi Brian
Thanks for replying i think the problem was tryin to add the rigid mesh tag to an edited Motext word which had been split and connected.
(the idea was to fill the word with dynamic objetcs through emmitters)
PART FIX: I added the rig tag to the splited motext not with the conneted, and checked staic mesh with children.
alot less particals came out but three quaters through the animation they start to spill out again.
the steps increments are really high and the playback is very slow even when i’ve bake the dynamics.SO; i’ve simplied this this and gone for a simple cilinder to fill, which works fine But the render time are hideious 18-20min per frame
with “NO” GI,soft shadow lights, ray depth and pass 6% 2% 6% AA on 1×1 2×2, Ambitent Ouc low, low refelection on material and nearlly anthing elese i can switch off without totally comproming the overall out.
Out of one problem staight in to the next !!!
Mekael
-
Ed Dole
October 7, 2017 at 7:51 pmI am having a similar issue with a grid of planes and a logo flying through them to break apart the grid. I’ve even created a dummy object to use as a collider but the collider still passes through the objects when it triggers the collisions. it is good enough for my boss, but i just can’t seem to figure out why they won’t break out forwards with the momentum of the logo. its almost like when it breaks the mesh its in reverse?. I tried increasing the samples in the project and using a margin.
here is the project file
11751_logoburstthrough.c4d.zip
It seems as though i can’t cache the collider tags correctly either.
Any help would be greatly appreciatedLaugh, and the World laughs with you. Weep, and you weep alone.
-
Brian Jones
October 8, 2017 at 11:17 pmI think the main problem is your tiles are a child of the camera (which is moving). When I pull those out and adjust a number of the settings it seems to be ok.
11753_logoburstthroughtrial.c4d.zip
-
Ed Dole
October 9, 2017 at 1:14 amThat was it. I grouped the camera and the cloner with a null instead and it behaved correctly. i Guess i should never use the camera as a parent. Thanks so much
Laugh, and the World laughs with you. Weep, and you weep alone.
Reply to this Discussion! Login or Sign Up