Hi everyone,
I have been looking to create slow-motion flip sim using a narrow band tank and dropping an RBD object into it.
I have seen older advice like this from Atom about adjusting the Time Scale inside the Flip solver: https://vimeo.com/121376943 [vimeo.com]
But when I followed the instructions it doesnt seem to work - as its many versions old from the current H18 there could be a lot of reasons for this.
Does anyone have any up to date information of how to achieve this?
Currently I am going round in circles adjusting the Velocity Scale and Time Scale in a never ending fight to get it to slow down correctly but also maintain the splash velocity.
I cant seem to get the flip sim to match the Time Scale of my RBD at all, the flip is always moving way too fast.
Any help would be great!
FLIP slow motion or bullet time update?
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- micro88
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- ziconic
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It looks like the inconsistent use of time scale within the FLIP solver has long since been fixed, so keyframing time scale should work right out of the box, without having to go inside the FLIP solver to change stuff like in the video. I just tried using the FLIP tank shelf tool + velocity impulse force + a few time scale keyframes and bam instant bullet time FLIP.
Maybe the issue you're having has more to do with syncing time scales across multiple solvers?
Maybe the issue you're having has more to do with syncing time scales across multiple solvers?
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- micro88
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Thanks for getting back to me Ziconic
You may be right, it may be the syncing of the RBD, but it seems like a relatively simple thing to do - lowering the Time Scale to the same amount on both solvers and expecting their timings to match up?
Instead my experience is that the velocity scale and force gets changed drastically - usually huge fast moving splashes even though my RDB object is entering the liquid in ‘slow motion’ - this can be combated with the Velocity Scale, but the liquid still moves much too fast once the splashes are under control.
Just FYI the its a small scale sim and the sort of thing im going for is similar to this: https://www.youtube.com/watch?v=npAuLi1y5AA [www.youtube.com]
You may be right, it may be the syncing of the RBD, but it seems like a relatively simple thing to do - lowering the Time Scale to the same amount on both solvers and expecting their timings to match up?
Instead my experience is that the velocity scale and force gets changed drastically - usually huge fast moving splashes even though my RDB object is entering the liquid in ‘slow motion’ - this can be combated with the Velocity Scale, but the liquid still moves much too fast once the splashes are under control.
Just FYI the its a small scale sim and the sort of thing im going for is similar to this: https://www.youtube.com/watch?v=npAuLi1y5AA [www.youtube.com]
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- ziconic
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Hmm so I tried setting up an RBD object and a Rigid Body Solver (set to Bullet) to the left of a merge node and a FLIP object and FLIP solver to the right of the merge node. I set the time scale of both solvers to 0.2, let the object fall under the influence of gravity into the FLIP tank… and got the expected, slo-mo splash result. Maybe there's something else weird about your setup?
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