Physics Help.

Karthogen
Master Chief Petty Officer
Posts: 454
Joined: 03 Jun 2009, 14:12

Physics Help.

Post by Karthogen »

I am hoping someone out there is familiar with The Physics in TS.

I decided to try and see how it all worked by designing a working catapult. Seemed pretty simple and eventually I had it together. I added physics properties to the Frame (all one Peice), the wheels and axle, then broke up the Arm into the Rock on teh end, teh metal strap and the actual wood arm. In order to get the catapult to launch the sphere I ahd to add excessive amounts of mass to the Rock, or set an acceleration on teh Z access. Each of these worked to get the distance, but the objects start falling through each other. Am I missing an Option that would prevent items from sliding through each other completely? Here is a quick video after mutliple testes with different weights and accelerations.


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robert
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Re: Physics Help.

Post by robert »

That happens due to the excessive weight and constant contact.
I am currently unaware of methods to solve this problem, perhaps someone else knows.

To be short trueSpace physics isn't top of the line, there are a few problems.
The workspace deals with high resolution objects well, but is limited in number of objects, even basic cubes.

I say stick with Phun for good physics. :P
If you see a zukazamme it's probably me.

The thing about finding the truth is you first have to find who's hiding it.

Flow looks good, and it is important.

Logic, mathematics, and science let you see through the grime.
froo
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Joined: 22 May 2009, 12:13

Re: Physics Help.

Post by froo »

Hi Karthogen and Robert.

You need to add 2 fixation points to the axis of rotation of your catapult.
A fixation point is essential a 'nail'; you constrain the physical motion.

The fixation point icons are located in the same flyout toolbar as the physics properties icon (the tire).

To add fixation points, set the visibility mode to Semi Transparent. The icon is in the flyout toolbar to the left
of the 3d house at the bottom of the screen. This will allow you to see the fixation points in their default location.

Fixation point #1 is a nail icon, with the #1. Fixation point #2 is a nail icon, with the #2.

When you add these, you need to position them so they are aligned along the axis of rotation.

To test them, you can start the phys sim, and use the Phys Move tool. This tool is in the flyout toolbar
which is the leftmost icon in the main toolbar (the one with the 3d house I just mentioned). It looks like a tire
with a white arrow.

While phys is running, you can choose this tool, and LMB-drag on your object. it should swing around.

I am attaching an object so you can check it out.

Froo
Attachments
Hammer761.zip
object demonstrating 2 fixation points
(25.54 KiB) Downloaded 292 times
Karthogen
Master Chief Petty Officer
Posts: 454
Joined: 03 Jun 2009, 14:12

Re: Physics Help.

Post by Karthogen »

Thank you both for the Help.

I will try the Nails on the Axis so it can still rotate but not fall.
froo
Captain
Posts: 2554
Joined: 22 May 2009, 12:13

Re: Physics Help.

Post by froo »

Cool. That's a really nice lookin catapult btw. :D

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