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vanyfilatov
I`ll try to simulate roller coaster cars on the track.
I can set normals, velocity and up vector to points on track.
But there is small thing i cant understand.

How to keep particles on curve, slide them freely (without any offset) with applying forces (velocity, gravity and friction/drag) to them. Is it possible?
Without setting position in UV coords for points. Position node and similar not helping. Edge and attractor forces too.
When velocity is too high - particles fall off the track.

I need points to be on the track until they reaches its end(if it exist)
Sadjad Rabiee
And not Creep too !? :?
rafaels
You could constraint the particles to a curve using point cloud search in a VOP POP.

Cheers
Sadjad Rabiee
rafaels
You could constraint the particles to a curve using point cloud search in a VOP POP.

Cheers

Oh man , That's perfect solution , I can use it too :wink:
vanyfilatov
rafaels
You could constraint the particles to a curve using point cloud search in a VOP POP.

Cheers

:shock: is there a tutorial or something how to do that?

oops forget to login. Thanks for hip.
vanyfilatov
Well. There is some progress in this rollercoaster.
I`ll did “something physical” with solver dop. But results are not perfect.

What I have for now - animated point fall from a hill, climb at another hill, that higher than first one, and she didn`t get the top of it, and its ok, but when point turn backward, its velosity magically encreased :shock:
Its happens always when point reverse moving direction.

Can anyone help me with kinematic physics in this hip.

Where is a mistake? Maybe I used wrong physical formulas..

And one more thing, i`ll don`t know where to put a friction or air resistance force, without it velocity encreased in exponent to infinity, and its not good


P.S. sorry for bad English, i`ll hope you people understand it)
LIL_MUSHROOM
I had the same problem just with a minecart I wanted to simulate gravity and I found this .hip to simulate a pop on the curve.
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