I tried use a FLIP to push RBD (use bullet solver), but the RBD objects just bounce off at collided moment.
and if RBD inside the FLIP it will explosion. you can see it in this video:
http://youtu.be/4f9urniAa5g [youtu.be]
I tried to find the reason with check the “collision velocity” in the Visualization but still can't understand what's happen…
is there a way can fix this problem? I need some help, please
thanks!
iGou
(solved)when FLIP collide with RBD, it explosion
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Hi Traiano,
I just go to tried setting as polygons or polygons mesh, and increase those axis division but it's still exploded.
I once think that explosion always happen in the FLIP container boundary, but after some test I'm not sure if the boundary is reason…
http://youtu.be/OB_wgP38yWI [youtu.be]
in this time I tried to move ground upper on container and boxes in the middle but still explode…
btw, I don't know what's “itinerations”, you mean axis division?
thanks for advice, I'll keep to try find the reason
I just go to tried setting as polygons or polygons mesh, and increase those axis division but it's still exploded.
I once think that explosion always happen in the FLIP container boundary, but after some test I'm not sure if the boundary is reason…
http://youtu.be/OB_wgP38yWI [youtu.be]
in this time I tried to move ground upper on container and boxes in the middle but still explode…
btw, I don't know what's “itinerations”, you mean axis division?
thanks for advice, I'll keep to try find the reason
- vleermeneer
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The density of the boxes are too low which cause incorrect physical attributes.
Now you have 5000 density for water vs 50 density for box..
Set density back to 1000 for flip object node (not 100% required) but for the RBD object it is better to put back to 1000 for now.
Change the feedback scale in the flip solver to 1 instead. With 1 means 100% force feedback.
0.9 would be 90%
1.1 would be 110% etc..
Feedbackscale can be found here:
flipsolver node: volume motion –> solver –> feedback scale
Higher feedback scale than 1 can cause objects to float, this is what I created a few months ago..
http://www.youtube.com/watch?v=oqVniDdjfNE [youtube.com]
Now you have 5000 density for water vs 50 density for box..
Set density back to 1000 for flip object node (not 100% required) but for the RBD object it is better to put back to 1000 for now.
Change the feedback scale in the flip solver to 1 instead. With 1 means 100% force feedback.
0.9 would be 90%
1.1 would be 110% etc..
Feedbackscale can be found here:
flipsolver node: volume motion –> solver –> feedback scale
Higher feedback scale than 1 can cause objects to float, this is what I created a few months ago..
http://www.youtube.com/watch?v=oqVniDdjfNE [youtube.com]
- igou
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I set boxes density very low because it too heavy so FLIP can't push them, but after change feedback to 1… amazing! even boxes is so heavy FLIP can move them, wow!!!there is still a little explode but it's find, just a little.
thanks Johnnycore
btw, I'm wonder why you know that I just got another problem about floatingXD your vedio is so cool, helpful
thanks Johnnycore
btw, I'm wonder why you know that I just got another problem about floatingXD your vedio is so cool, helpful
- vleermeneer
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I think the little explosion may still occur because the density of the flip object node might still be set to 5000 I suppose?
By default the mass of FLIP and RBD/Bullet are the same which is:
mass = volume/density
So when you set density of flip object to 5000 and RBD object to 1000 the flip fluid will be 5 times more heavier than the RBD object when they have the same volume.
Hope this helps.
By default the mass of FLIP and RBD/Bullet are the same which is:
mass = volume/density
So when you set density of flip object to 5000 and RBD object to 1000 the flip fluid will be 5 times more heavier than the RBD object when they have the same volume.
Hope this helps.
- igou
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- GottaGetmedat
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In Version 13.0 this seems not to be working anymore what's changed?
multiple
Scoord and Tcoord
unrecognized errors on load
running sim boxes don't move FLIPtest2.hipnc
sure I changed the density of the fluid to 1000
/obj/explossion1/AutoDopNetwork/flipfluidobject/density
I've also changed
/obj/explossion1/AutoDopNetwork/box1/density
to 1000 as well
Boxes don't move. Why?
The liquid does go around the boxes.
I've tried changing the ridigitbodysolver1 to RBD mode = no change
Deleted the RBD last 3 nodes including create_fractured_group (An Assemble node) and the appropriate solver in the AutoDopNetwork
to see how it does it now…
select RBD click shelf tool Rigid Bodies > RBD Object
This skips the Assemble node but also fails to move the boxes when the fluid collides. reduced frictions and density in RDBObject physics tab also nothing moving.
So anyway I could go on but somethings changed possibly broken in 13.0.547?! It should just work.
Are you suppose to do something completely different now?
multiple
Scoord and Tcoord
unrecognized errors on load
running sim boxes don't move FLIPtest2.hipnc
sure I changed the density of the fluid to 1000
/obj/explossion1/AutoDopNetwork/flipfluidobject/density
I've also changed
/obj/explossion1/AutoDopNetwork/box1/density
to 1000 as well
Boxes don't move. Why?
The liquid does go around the boxes.
I've tried changing the ridigitbodysolver1 to RBD mode = no change
Deleted the RBD last 3 nodes including create_fractured_group (An Assemble node) and the appropriate solver in the AutoDopNetwork
to see how it does it now…
select RBD click shelf tool Rigid Bodies > RBD Object
This skips the Assemble node but also fails to move the boxes when the fluid collides. reduced frictions and density in RDBObject physics tab also nothing moving.
So anyway I could go on but somethings changed possibly broken in 13.0.547?! It should just work.
Are you suppose to do something completely different now?
- vleermeneer
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- GottaGetmedat
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