Pop solvers and Static objects Collisions

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Hi,

I have a question about setting up collisions on a static object. My goal is to have a character walking through snow. I have a grain simulation and then an alembic of a character walking. I have my grain simulation setup, now I need to make my character a static object so it collides with the grain pop simulation. I then made my character walking alembic a static object. Now here is my question: I need to edit the collision boundary of my character walking, but how do I know which solver is being used? Bullet, ODE, or RBD? To sum it up, I have a static object being used as a collision for a pop simulation. How do I know what simulation engine is being used to calculate collisions? Bullet, ODE, or RBD?

Thanks in advance
Edited by evanrudefx - Nov. 29, 2016 17:30:28
Thanks,

Evan
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Hi.
You don't really need to use RBD solver for that just turn on Use Deforming Geometry option in static object (your character in this case).
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I found out that it is using RDB after much testing. Use deforming geometry I already have on. You need that for animated geometry.
Thanks,

Evan
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