Physical properties, collision in workspace

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Physical properties, collision in workspace // Archive: Tech Forum

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Post by Quick and Painless // May 23, 2007, 7:27pm

Quick and Painless
Total Posts: 7
Is anyone else having problems with collision, and physical properties in workspace? Maybe I'm missing something, but I can't seem to get objects to collide in the workspace. No problem on the model side however. I was hoping someone out there with more experience could help me. Please advise if you can. Thanks qnp:confused:

Post by Bobbins // May 23, 2007, 10:38pm

Bobbins
Total Posts: 506
Can you give a description of what you have set up which isn't working or, better still, upload a simple scene that doesn't work for you?

Post by weaveribm // May 23, 2007, 10:39pm

weaveribm
Total Posts: 592
Collision works for me in Workspace Q after setting up a little collision toolbar in the Model window but it can be hit and miss in both spaces. Maybe set up one of the collision types and try first with objects having lots of vertexes, large not-subdivided objects seem to be the most reluctant to collide, all those open spaces :) I map C to Collide With All and V to Collisions Off and that seems to work best

Is it possible to turn off physics altogether I wonder, just thinking if physics was turned on somehow by accident it could account for slowdowns...

Peter

Post by TomG // May 24, 2007, 3:48am

TomG
Total Posts: 3397
Bear in mind that there are two physics systems, one in workspace (the new and better one), and one in model (the old one). I was wondering from your post about how you enabled physical properties for the objects and how you ran the physics, since you mention trying it in both sides - its possible you have the model side physics set up to run, but not the workspace side set up to run.


In the workspace, Just apply physics properties to the objects and then hit run phys sim in the workspace side and all should work :) Let us know what happens when you try that, for instance, no objects move, the objects move but dont collide with each other, some other result, etc.


Thanks!

Tom

Post by Quick and Painless // May 24, 2007, 11:44am

Quick and Painless
Total Posts: 7
I have tried applying physical attributes in workspace, nothing happens. Is there something I am Missing? I was looking for some thing resembling the 6.6 Icons for rubber,wood, etc. I viewed Romans procedural Animation video, and tried to duplicate it. I was unable to find out how the Physical properties on the Bentely, and Tank Girl were applied, I must be missing an important part of the interface. I was Unable to find mass, weight etc. in the workspace, Looked in the link editor as well. Any suggestions? QNP:

Post by TomG // May 24, 2007, 12:04pm

TomG
Total Posts: 3397
Ensure your object is selected.


Click the Physical Attributes icon (looks like a tire). This adds the phys attributes to the object. Now when you click Start / Stop in the workspace, the physical sim plays.


To edit the properties, they will show in the LE, you need to enter the object (as it "owns" its own properties) and the Phys Object in there contains those parameters.


You can also find the Phys Engine and Phys Space objects in the LE too, in the main scene not inside the object, and that sets things like gravity etc.


However, it is easier to access the properties than that, just right click on the Physical Attributes icon and the values are opened in the stack under the Panels tab (should auto switch to that with the right click).


That panel has different aspects for things like velocity, acceleration, forces, etc. The ones you mention like mass, elasticity etc are in the default that you will see right away.


A right click on the Start / Stop brings up the global parameters for the space and the engine.


HTH!

Tom

Post by Quick and Painless // May 24, 2007, 12:34pm

Quick and Painless
Total Posts: 7
Ok, I think I found it using the library browser, Pardon my ignorance, I'm still getting use to the new interface. I should have known, as the one thing that saved me with the beta version was the library browser. I must have looked at it 10 times and not seen it. Activities, is the location for all of the collision functions. I will keep playing with it and expect some good results soon. Unfortunately my day job means that when I finally get to it I'm a little fatigued. I guess it's always better to start with a rested mind on this sort of software. I Hope I can help with someone else with this or some other problems in the future. I think I may have been too eager to jump into the workspace, and abandon the old 6.6 interface. A lesson learned. Hopefully I'll have something to show for this soon. QNP

:banana:

Post by trueBlue // May 24, 2007, 12:36pm

trueBlue
Total Posts: 1761
pic
Also if you open the Library Browser you will see a Physics - Solid library for additional materials. Double click will insert selected library into the Stack/Library. With these items you could D&D onto your objects. Basically these change the Object Physics properties to closely resemble their material properties. IE Cloth, Paper, Iron, etc...

Post by Quick and Painless // May 24, 2007, 5:13pm

Quick and Painless
Total Posts: 7
Iguess I spoke too soon, as I was able to give the objects physical properties, but can't seem to get collisions to work. I loaded the simulation library, and tried to d&d the collision object to my relevant objects, and they still pass through. I'm going to try working with the L.E. window as Tom described, and see where I get. I really want to get better with the workspace, as it seems to be the future of TS. I am working with 7.5 if that makes a difference. I wonder if I should go back to 7.1 in order to get more familiar with this first. By the way am I supposed to be right clicking the add Physical attributes icon? I hope not as nothing seems to happen when I do this. Refusing to give up QNP

Post by trueBlue // May 24, 2007, 6:36pm

trueBlue
Total Posts: 1761
pic
Sorry to hear you are having difficulties. To answer your question, right clicking the Add Phys Attr does not do anything. But if you right click on the Start/Stop simulation button does indeeed bring up it's panel in the Stack/Panels.
You could explore the various Scenes and Activities that ship with tS7.5. The Wheel scene uses Physics and is kind of interesting. Be sure to see and explore how the wheel turns by using Physics. Hint: Velocity/Rotation Y. The Hockey game uses Physics too.

Post by weaveribm // May 24, 2007, 10:23pm

weaveribm
Total Posts: 592
Activities... is the location for all of the collision functions

Ah thanks Q will try that, highlighting that heads-up as it's an important function

Peter

Post by TomG // May 25, 2007, 4:49am

TomG
Total Posts: 3397
Right clicking the Add Phys Attributes will bring up the attributes for that object - naturally you need to have left clicked it first to have actually added physical attributes, otherwise it will have none to display when you right click on it :)


HTH!

Tom

Post by Quick and Painless // May 29, 2007, 5:09pm

Quick and Painless
Total Posts: 7
Still wondering what I'm doing wrong. I cant seem to get objects to collide in workspace reliably. Some times seems to work with procedural, sometimes not. Iguess I should go back to the modeler for a while. Physics seems to work in simulation pretty much across the board. I've been playng with the Physics in the link editor as well (Object/ Phys. space), hopefully the light will go on soon. Oh well back to the drawing board, I'll get this workspace thing down one way or another. QNP

Post by weaveribm // May 29, 2007, 10:43pm

weaveribm
Total Posts: 592
I'm just wondering QP, you're probably creating a couple of objects in testing this. Have you tried subdividing the test objects to give collision detection a good chance of detecting vertexes/surfaces colliding? Large surfaces are a nightmare for collision detection routines, large surfaces aren't strictly speaking 'there'. Or at least they appear as almost infinite planes to very small points on the surface. Bit philosophical sorry but easy to test :)

Peter

Post by Quick and Painless // May 30, 2007, 2:38pm

Quick and Painless
Total Posts: 7
Thanks weaveribm, I'll try it and see what happens. One thing I have been experiencing is; if I drop a sphere in simulation,or procedural animation it seems to have all the properties, applied to it, but when I try to create a collision, on the xy axis nothing, objects merge. I'm almost wondering if I have something global turned off. I'll keep trying, and I appreciate all input as I am still a beginner of sorts with a Day-job.
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