How to animate a RBD ball flying and hiting the ground?

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Hello All,

I am learning rigid body dynamics at the moment and I would like to know how to create a heavy ball flying and hit the ground and broken up into pieces.

I am trying out with rigid body tools but not sure how to make the sphere fly like a ice cube or ball along a parabolic curve and fractured and slide or roll after hitting the ground.

Attached is a easy setup a RBD ground plane and a RBD sphere (breakable) and a tube as a canon to shoot the ball out

Now, I have the ball animated but once I hit play, the ball would start fracturing. I am thinking…..to disable the simulation first and then re-enable it when touching the ground but I don't know how.

Any suggestion for me to further experimenting would be great, thanks!

Sincerely,

David

Attachments:
cannon_ball_01.hipnc (242.5 KB)

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0.activate the fracture (inside fracture node)
after frame 50 for example. ($F>50)

1. add the right velocity in the initial tab inside the DOP sphere object.

2.change the sub steps in the DOP network node.

hope this “fix” will help you a little.

Attachments:
cannon_ball_01_177_motion.hipnc (240.5 KB)

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That doesn't help just little, James! Thanks a lot for the tip. Now I get to discover further.

Question. Do I get to control the weight and “material” of the ball? Like ping pong ball weight to heavy metal ball? Glass ball to mud ball?
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You can adjust the density parameter on the first top RBD Object DOP that adds your RBD object to the scene. A density value of 1000 kg/m^3 (kg per meters cubed) is the weight of water as a reference and is the default density set for all RBD objects.

Another parameter you want to set is the bounce value for the object and the collision plane and other objects. The default of 1 is ok to start but you can increase this value for the ping pong ball and make it smaller for a rock.
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Thanks a lot, Jeff!

Playing around with those parameters all add so much more realism as well as “craziness” to the ball now, haha.
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