Hi guys,I'm doing simulation of a glass broke by one logo object moving trough it. All of the objects are very high tesselated (the shattered parts and the logo). All the settings of rbdsolver are set right in my opinion, the distance value is low than the initial distance of the shattered parts (0.18 - between the parts, 0.15 in rbdsolver) and the step is 0.005. The oversample settings are set to 200! The logo is moving with medium fast speed and it still push the active rigids with very low settings than the current (oversample 5 and step size is 0.025).After all that some parts of the glass object are going trough the logo and then stick in it and continue to stay there and move with the logo.Please can somebody to tell me what else to try to achieve a perfect collision between those objects?
10x in advance
All pieces should be moved so they don't touch each other on start of simulation so if you just break them in plce it does nt help. Bceause thats a bad starting condition
Thank you Joojaa for the quick reply Maybe I'm not so clear in my previous post for witch take my excuse. All ready I have made a distance between the shattered parts and it's 0.18 units, in the rbd solver attributes I've set 0.15 for the collision tolerance. Maybe will try to lower it more? I'm still wondering what can cause those penetrations for so simple situation?
Well are you sure non of them interpenetrate on startup! If maya says theres inter penetration then there is. So what does the script editor say (mind you you must have warning messages on)
There are no penetrating objects at the beginning, also all the shattered parts are with unique individual collision layer and the logo object is with collision layer set to -1. Can a scaling of the breaking object (the logo) to be an issue ? It is very big by default and I'm scaling it down to become a smaller and to fit in the scene, then it's parented to a null witch has no scaling and this null is controlling how it moves. I've exported the scene with fbx and imported it in houdini and there again with very high settings of the rbd solver and collisions settings the same thing happens. I'm starting to believe that the problem may be is in the geometry of the logo (actually it's a plain text with some special font).
QUOTE(dickagm @ 05/23/08, 12:30 PM) [snapback]286073[/snapback]Can a scaling of the breaking object (the logo) to be an issue ?
Yes. Are the shards convoluted in shape?
Anyway its pretty standard not to use maya dynamics for very complex scenes.