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Cable/Rope Simulation #58001
10/23/05 15:46
10/23/05 15:46
Joined: Oct 2005
Posts: 4
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gcoakley Offline OP
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gcoakley  Offline OP
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Joined: Oct 2005
Posts: 4
Hello Guys,

I am trying to simulate a long cable/rope with approximately 500 units. Unfortunately, my efforts with the 3DGS engine has resulted in unpredictable behavior (wild vibrations and gaps). Does anyone have an example to get me on the right track? Thank you for your time.

-gcoakley

Re: Cable/Rope Simulation [Re: gcoakley] #58002
10/23/05 17:13
10/23/05 17:13
Joined: May 2005
Posts: 20
Koekelare , Belgium, Europe
Minotaur Offline
Newbie
Minotaur  Offline
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Joined: May 2005
Posts: 20
Koekelare , Belgium, Europe
try using this command :

manual says :
ph_setcorrections (var ERP, var CFM);
ERP Error Reduction Parameter [0..100000], default: 20000
CFM Constraint Force Mixing [0..100000], default: 0.1

i would suggest using something like this : ph_setcorrections(8000,0.001);

also try setting ph_iterations
the higher the value the more accurate the physics will be.

but i think ph_iterations was not implemented in 6.22.0 tough ...it would be better to update to the latest version, physics are faster there



this ier gineen die dadde ier kan leezn ziek ik ier de enigste Vlamink of wadde
Re: Cable/Rope Simulation [Re: Minotaur] #58003
10/23/05 22:50
10/23/05 22:50
Joined: Oct 2005
Posts: 4
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gcoakley Offline OP
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gcoakley  Offline OP
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Joined: Oct 2005
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Thank you Minotaur,

ph_setcorrections did the trick. The only remaining problem is the limited number of elements in the test rope. The physics engine appears to support up to 20 without any problems (~60fps), but will drop down to 1.5-2.9 fps with more elements.

I know upgrading might help, but I am reluctant since upgrading software in the past while developing has always resulted in headaches.

-gcoakley

Re: Cable/Rope Simulation [Re: gcoakley] #58004
10/26/05 19:34
10/26/05 19:34
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
any idea for a NEWTON solution?!

Re: Cable/Rope Simulation [Re: broozar] #58005
10/26/05 20:59
10/26/05 20:59
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
You will not be able to get realtime performance with 500 connected units. For a rope using ph_iterations sounds like a good option.

Re: Cable/Rope Simulation [Re: Marco_Grubert] #58006
10/26/05 21:37
10/26/05 21:37
Joined: Oct 2005
Posts: 4
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gcoakley Offline OP
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gcoakley  Offline OP
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Yes, I have recently discovered this issue. With 20 connected units in an empty level, I was able to get about 60 fps. With 25 units, the frame rate dropped to 2-3 fps. Above 25 units, 3dgs tends to crash quickly at least on my computer.

Even when running with 20 units, 3dgs cannot keep the units connected when the units are moving (approximately 4 units under ent_move). At the present, I am considering the feasibility of simulating the rope with a large model with multiple bones. Has anyone tried this approach?

-gcoakley

Re: Cable/Rope Simulation [Re: gcoakley] #58007
11/15/05 19:35
11/15/05 19:35
Joined: May 2004
Posts: 358
USA
I_M_FRUSTRATED Offline
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I_M_FRUSTRATED  Offline
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Joined: May 2004
Posts: 358
USA
Quote:

At the present, I am considering the feasibility of simulating the rope with a large model with multiple bones. Has anyone tried this approach?




Do you mean ragdoll physics?

From the Forecast:

Quote:

Model Improvements II (priority: medium)
Multiple bones per vertex; vertex weights for bones. Collision spheres for bone joints for easier ragdoll physics support.





Why can't I get this to work? ... WHY CAN'T I GET THIS TO WOOOOOOOOOOOOORRRRRRRRRRRRKKKKKKKK!!!!!
Re: Cable/Rope Simulation [Re: I_M_FRUSTRATED] #58008
11/21/05 06:49
11/21/05 06:49
Joined: Oct 2005
Posts: 4
G
gcoakley Offline OP
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gcoakley  Offline OP
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Posts: 4
Not quite, ragdoll physics is meant as a replacement for traditional static death animations. I was asking if anyone created a large model such as a snake with multiple joints or bones.

-gcoakley


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