Having animated components within an RBD sim.

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Hi there!
I have the following situation:
A tank needs to drive with animated wheel motion and rotating chain tread. While in full motion it gets split in half, treads unraveling, metal deforming and the like.
Everything works fine with the simulation but I am lost when it comes to the part of how the animated treads will flow over to the simulation.
I know in the RBD configure you can set the state from "animated" to "simulated" but its not that the treads will just simply follow the tank, they need to be animated within itself. Also when and where should the constraints be generated for the complicated moving tread? And what about the wheels? Should they be attached with ConeTwist constraints? How will the chain intermesh correctly with the teeth of the cogs then?
I believe it would be best to treat the wheel/tread segment as a sub-asset so to speak with canned and looping animation and then somehow feed it into the sim.
But how?

Attachments:
tank_tread_rbd.JPG (113.8 KB)

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