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new version of the client and new version of the server ( engine ) was posted
notable change, you have access to the type 2 hinge ( steer and roll ) parameters
the limit angles, the linear limits the suspension springs
manual will be updated tomorrow concerning those changes
https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01
Oh that looks like fun {and much safer for Amy lol ...} :-)
off-screen the road flattens and she can get back to the safety pf her star-actor accomodations
how the Dakota prop was rigged for the test simulation
the ground cube was a 10 m. x 10 m cube turned into a static body
example of a type 2 hinge rig
the blue cube named "car body" is a dynamic body with a mass of 800
setting the mass is done in the Physics/Body" section of the parameters tab
make sure the collision shape selected for those to be "btBoxShape"
collision shape selection is done in the Physics/Body" section of the parameters tab
the Dakota's body is parented to it
the two Type 2 hinges may be parented to it ( else they are left behind during the simulation )
the large red cylinders are dynamic bodies with a mass of 50
setting the mass is done in the Physics/Body" section of the parameters tab
they are named "front wheel" and "rear wheel"
make sure the collision shape selected for those to be "btCylinderShape"
collision shape selection is done in the Physics/Body" section of the parameters tab
the Dakota's wheels are parented to them
the green cylinders are type 2 ( steer and roll ) hinges
the green cylinder is also the steer axis ( axis 1 )
the smaller red cylinder is the roll axis ( axis 2 )
the roll axis must be a child node of the steer axis
parenting can be performed in Daz Studio's Scene Panel ( or using my mcjParent script )
the label of the roll axis must contain the word "roll"
re-labeling can be performed in Daz Studio's Scene Panel
in the parameters tab of the hinge nodes :
the front hinge links "car body" to "front wheel"
body__A = "car body"
body__B = "front wheel"
the rear hinge links "car body" to "rear wheel"
body__A = "car body"
body__B = "rearwheel"
the hinge spring parameters ( which may not be ideal ) were
spring: On
stiffness : 1.0
damping: 0.01
angular limits: -1 degree to 1 degree
linear limits: -10 cm to 10 cm
note that this poser/daz compatible low-poly Dakota prop
with functional wheels, openable doors , and leather seats
can be yours for free right over here
https://sites.google.com/site/mcasualsdazscripts2/mcjdakota
understanding the linear limits of the hinges
apparently the springs on the hinges are always on
this will be fixed in the next version
so for now you could leave the limits at -0.001 and 0.001 to get the equivalent of a disabled spring
in the figure 1 animation
linear lower limit 0
linear upper limit: 1
spring off
presently "spring off" means the physics' engine default settings are used
probably stiffness is 0.0 and damping is 1.0
to give you an idea of the sizes, the diameter of the yellow cylinder is 1 meter
we get a spring compression of 1 meter
in figure 2 you can see a plot of the position of the cyan cube ( the first body attached to the hinge )
using a linear-lower-limit below 0.0 gives us a behavior that is hard ( for me ) to figure
but using linear lower lower limit = 0 and linear upper limit = positive works well
my conclusion is that the limits should be called
minimum spring compression and maximum spring compression
indeed if you look at the case where linear lower limit = 0.2
the simulator forced a compression of the spring at frame 1
constraint-hinge parameters take some trial and error work
often it seems the constraints are fighting one against the other
one way to solve this seems to make the body of the car much heavier than the wheels
in the example below wheel mass = 4 car body mass = 400
hinge parameters
linear lower limit 0
linear upper limit 0.1 ( 10 cm )
spring On
stiffness 50
damping 0.001
in a previous test increasing the ground cube thickness helped
in this case increasing the wheel widths helped
maybe locking wheels and bizarre speed profiles are due to friction properties of the wheels
so next i'll look into adding access to that
see see ?
a motor
so that's nice, we'll have motors
though i have to fix the hinge which is has an offset on it joint location
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in case anyone is following this and trying out type A hinges
the physics engine works better if your physical bodies have their Origin at the center of mass of the body
to change the location of the Origin, i use the MoveOrigin script by DeltaX15
( which is quite an essential tool if you create complex props in Daz Studio )
Primary Download Link http://www.4shared.com/dir/722776/10801f63/DS_Scripts.html
Alernative Download Link 1 http://www.savefile.com/files/112075
Alternative Download Link 2 http://www.badongo.com/file/1468225
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figure 3 shows the way the "angular motor" in Bullet Physics behave
i often read that bullet physics is meant for games and not for precise realistic simulations
and i think the motors are an example of that
i read elsewhere that those motors are also weak !
it's odd ( and possibly not true ), but some people were trying to
build machines with motors and the motors were too weak to lift heavy objects
using the parameters
enableAngularMotor, (, bool, enableMotor,. btScalar, targetVelocity,. btScalar, maxMotorImpulse. )
hingeConstraint->enableAngularMotor( true, 3.1416*3, 10 );
we obtained an angular speed of 3/2 turns per second
3 pi is 1.5 times 360 degrees expressed in radians ... so we understand targetVelocity
a fancy fast car !
( angular motor for type 2 ( steer and roll ) hinges
Your such a code genius. I don't understand a bit of it but I like the fun animations
Oh! The makings for a car right out of Bedrock :-)
fluke object ( called it heavenly star ) while generating icosahedrons from dodecahedrons
fig 2 is the intended result
PURTY!
The three princes would be proud of you!
yes yes i will get back to the physics simulator :)
Whoa! That's kool! Aren't flukes fun ;-)
tomorrow i'll most likely post version 02 of the physics simulation kit
with always-on or always off motors
eventually the motors will be animatable
and down the road i didnt say it but there may be a "real time" interactive mode
---
of course it all depends if i dont get caught in making cars for Amy
Love the VW! Love that car!
i'll probably put it on mys site for free ... before xmas hopefully :)
it now has an interior lining and open'able doors and the windshields are almost there
WOW... that's really awesome!
Where's old Santa Claus? I want to sit on his lap and tell him to put one of these in my driveway Christmas morning.
Cool car!!!!
(... I hope it will have moveable pedals ;) )
tightened ( and will have to un-tighten the fit of the doors
finalized the flat rounded cornered windshields
improved the VW crest
added door hinges
improved the V/nose thing :)
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it will be a multi-part prop so ... likely all the hinged things will be animatable including simple pedals
Your so pretty and witty and VEeeWyullllle
Part of me wants to say Hurry Hurry; the other part says Take your time and get it right. Thank goodness you're the one doing this so it's your call.
the rear of the cab now correctly attached to the uh pickup bed
the side windows
the quick n dirty hubcaps
Looks fabulous!
now addressing the issue of inclined door hinge axis oh my
not to mention the fact that nobody knows what's the plural of axis