uncle808us opened this issue on Apr 29, 2011 · 27 posts
uncle808us posted Fri, 29 April 2011 at 8:52 AM
Is there a way to replicate objects on top of each other with collision.
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Fri, 29 April 2011 at 9:02 AM
You can do it but you will first need to convert the first set of replicated objects into "Real Instances" and then use the surface replicator or the regular replicator for the next set.
Depending on the number of replicated objects, it is very easy to overburden the program.
uncle808us posted Fri, 29 April 2011 at 9:45 AM
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Fri, 29 April 2011 at 9:54 AM
Ah, I see what's going on. For stuff like this, you need to set the minimum replication distance to be equal to the dimensions of the object being replicated.
Now, if you are trying to create a pile of these things that cross each other but don't intersect, then you'll need to first change the Motion to Physics on the source object, do what I mentioned above, add a couple of layers in the Z axis, convert to Real Instances and then engage the physics and run a simulation.
uncle808us posted Fri, 29 April 2011 at 10:11 AM
Ok I'll give it a try I am just starting to use Carrara 7. Thanks
MacBook Pro OSX El Capitan Ver 10.11.6
uncle808us posted Fri, 29 April 2011 at 12:04 PM
Boy am I lost.
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Sun, 01 May 2011 at 4:44 PM
uncle808us posted Sun, 01 May 2011 at 7:59 PM
Yes but I can't seem to get my head around it. Sorry to sound so dumb.
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Sun, 01 May 2011 at 10:23 PM
The first thing to do is to select your individual object and determine it's size. This will be used to create the minimum offset of the grid for replication. (we don't want things to overlap)
Click the images if you need to see them larger.
MarkBremmer posted Sun, 01 May 2011 at 10:37 PM
MarkBremmer posted Sun, 01 May 2011 at 10:38 PM
MarkBremmer posted Sun, 01 May 2011 at 10:47 PM
Then, I move the original replicator group well above the duplicated "real instances", turn off the physics of the source object and then disable visibility for both the source object and the original replicator group. (this option is in the Properties Panel)
The original Replicator group is moved above the new real-instances group so it won't interfere with the physics. It's hidden just so it won't be seen. But I don't delete it in case I need to go back and make changes that for a new real-instances group.
MarkBremmer posted Sun, 01 May 2011 at 10:48 PM
MarkBremmer posted Sun, 01 May 2011 at 10:49 PM
MarkBremmer posted Sun, 01 May 2011 at 10:55 PM
Additionally, physics, especially with more complex shapes like the "S" shape may need some of the physics properties adjusted to interact with each other correctly. This is performed in the Scene portion of the Properties Tab - it's best to adjust only the Geometry Fidelity tab first, even up to 100%, before moving the other sliders.
Hope this helps!
uncle808us posted Mon, 02 May 2011 at 7:39 AM
Thanks I will be doing this today. I thank you very much Mark.I post my results.
MacBook Pro OSX El Capitan Ver 10.11.6
uncle808us posted Mon, 02 May 2011 at 8:45 AM
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Mon, 02 May 2011 at 9:00 AM
This is where the tweaking of the physics settings comes into play. I suspect you already increased the Geometry fidelity settings mentioned earlier.
There are two things to try here in the following order:
subdivide/add more polygons to the plane that is the floor - increasing this by a factor of 2 or four would be a good start. The additional Polygons and vertexes help the Bullet physics engine figure out what to do. (if you are using an older version of Carrara - v7 or earlier - then the physics will be more difficult to tweak since the Bullet library <Carrara v8+>
is much, much better than Carrara's original implementation)
Incrementally increase the collision fidelity above 100% - this will begin to significantly increase the calculation time.
uncle808us posted Mon, 02 May 2011 at 9:19 AM
I'm using Carrara 7 (not Pro) Here is a video short of my progress.
http://uncle808us.blip.tv/file/5094073/
I really appreciate you helping me with this.
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Mon, 02 May 2011 at 10:36 AM
It looks like you've got everything working correctly. Now it's just a matter of adjusting - and this might take a little while in C7. First Recreate the replicator group but this time, dial down the "bounce" of the source object to 1-5% and see how that treats you.
uncle808us posted Mon, 02 May 2011 at 11:39 AM
I'm working on it....
MacBook Pro OSX El Capitan Ver 10.11.6
uncle808us posted Mon, 02 May 2011 at 12:47 PM
Takes a long time to run physics.But they are laying on the plane now I wonder how long it will take. LOL
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Mon, 02 May 2011 at 12:53 PM
Glad it's coming together.
If you find yourself doing regular physics calculations, it is totally worth it to upgrade Carrara. The Bullet physics are soooooo much faster.
Mark
uncle808us posted Mon, 02 May 2011 at 12:59 PM
I'd do it but it's a lot of money. I'll have to talk it over with the wife.
MacBook Pro OSX El Capitan Ver 10.11.6
uncle808us posted Mon, 02 May 2011 at 2:04 PM
I got it to work and now understand a lot more than I did. Thank you for your help.
MacBook Pro OSX El Capitan Ver 10.11.6
MarkBremmer posted Mon, 02 May 2011 at 2:54 PM
Fantastic. Thanks for the status update.
uncle808us posted Mon, 02 May 2011 at 3:13 PM
MacBook Pro OSX El Capitan Ver 10.11.6