fake chain physics demo

hi all… here is a demo that fakes the physics of a metal chain… has fake links in etc… usefull for making nice big battle maces…:smiley: it uses Blender 2.43 preview9b

the objects that control the collisions of the chains have a wireframe shader… it also uses a compound object for the end of the mace… but compounds still don’t seem to work… seems like the child object (the big round sphere) becomes a ghost… despite settings it bounds to sphere and making sure compound is not checked for it… the parent has compound checked.

http://blenderartists.org/forum/%5BURL=http://imageshack.us%5D%5BIMG%5Dhttp://img156.imageshack.us/img156/5391/ballchainmc5.jpg%5B/IMG%5D%5B/URL%5Dhttp://img156.imageshack.us/img156/5391/ballchainmc5.jpg

http://www.savefile.com/files/351540

it could be made better by setting rotation contraints… it would be cool if we could set more than one set of min max values per axis for the angle contraints…

enjoy…

you should do a screenshot and possible a video for those who do not like to download alot of blender versions :smiley: checking out your demo now

WOW great looking chain! :smiley:

thanks will put one in!

Cool demo! Can we use it for Blender 2.43 demo?

Compounds work, but you need to follow the rules strictly :wink:

Please use preview10 to see the problem: Use Game Menu / Show Physics Visualization, and you can see the problem with your chain:

  • clear parent inverse is rule number one: use <ALT>P after selecting the child (ball)
  • no nested children (only children connected to root parent, children can’t have children themselves)

It looks great, please clear the parent inverse, and shift the object into place, and check with the Show Physics Visualization.

Thanks,
Erwin

sweet… I’ll fix it with prieview10… and post it again so you can use it… I saw something like this demo’ed on a gnomon maya tut ages ago and was curious to see if I could figure it out…

Hi Erwin here an updated wrecking ball for blender demo… your welcome to use it.
I made a fake compound object so the ball now knocks things down… you can also jiggle the ball a bit and change camera views… there are instructions in the file.

-it uses blender-2.43-preview10-win32

link to download the file below…

http://www.savefile.com/files/356279

is there anyway of visualising the angle contraints… like where do the angles start and finish…? i think it would look cool attached to some sort of bulldozer type machine…

I just got compounds working very nice! I’ll make a version that uses compounds soon.

http://img521.imageshack.us/img521/7986/chainball01aa0.jpg

Ragdoll physics are still amazing. Even after weeks, they are still amazing.
And even for years into the future they’ll–

yup physics simlutations are fun!! who woulda thought…

Im getting a terrible framerate. Has a new 2.43 test version been released or something?

Self-adhesive… what version of blender are you using…? it’s made for preview 10… you can get it from continousphysics.com

you could increase the frame rate if you converted the collision bounds on the boxy bricks to box… I had them set on convex hull polytope… which is slower but more accurate… it runs at 60 frames a second on a amd 3000 xp…

framerate should increase with the ogre intergration…

the frame rate also takes a big hit (understandably) if you play it with the show physics visualisation… but that’s just a diagnostic tool anyway…

you could increase the frame rate if you converted the collision bounds on the boxy bricks to box… I had them set on convex hull polytope… which is slower but more accurate… it runs at 60 frames a second on a amd 3000 xp…

Thanks, it looks like a nice demo.
convex hull polytope is not more accurate then box, if your shape is really a box. So it’s best for both performance and accuracy to just set it to box. Only use convex hull polytope if the shape is not a box, sphere, cylinder or cone.
Erwin