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Subject: replicate objects on top of each other with collision. Question?


uncle808us ( ) posted Fri, 29 April 2011 at 8:52 AM · edited Thu, 12 December 2024 at 2:27 PM

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

file_468297.jpg

I tried this but still get intersection see image.

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

file_468374.jpg

Is this the type of look that you are trying to achieve? 






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 · edited Sun, 01 May 2011 at 10:35 PM

file_468402.jpg

No worries. You are jumping into one of the more complex abilities of Carrara. 

 

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

file_468403.jpg

Next, set the replicator to create a grid with the minimum object distance. 






MarkBremmer ( ) posted Sun, 01 May 2011 at 10:38 PM · edited Sun, 01 May 2011 at 10:40 PM

file_468404.png

The source object needs to have it's motion set to Physics or this method will not work. (not the replicator group but the actual source object)






MarkBremmer ( ) posted Sun, 01 May 2011 at 10:47 PM

file_468405.jpg

Next, in the replicator editor, choose the "Create Real Instances". This will create a duplicate replicator group. 

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

file_468406.jpg

The next thing to do is to rotate the real-instances group to near vertical so a nice pile of the objects can be formed. 






MarkBremmer ( ) posted Sun, 01 May 2011 at 10:49 PM

file_468407.png

The final step is to run the Physics calculation. 






MarkBremmer ( ) posted Sun, 01 May 2011 at 10:55 PM

file_468408.png

This is an actual animation function so the timeline will probably need to be extended beyond the default 4 seconds to get satisfactory results. The Render Output Option will need to be set to "Current Frame" unless you actually want to render a movie. 

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

file_468425.jpg

Well I think I did everything the way you described but the objs did not pile up on the plane but passed thru and scattered. I have no idea what I did wrong.

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:

  1. 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)

  2. 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 · edited Mon, 02 May 2011 at 9:20 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 · edited Mon, 02 May 2011 at 1:02 PM

file_468434.png

Ahhh, you're enjoying the loveliness that caused DAZ to switch to the Bullet Physics engine. One of the maddening things of the C7 and earlier physics was the sometimes funny, but usually just annoying, trait of items barely touching each other and then exploding out of the scene.

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 · edited Mon, 02 May 2011 at 12:48 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

file_468439.jpg

Some are still intersecting. Humm..

MacBook Pro OSX El Capitan Ver 10.11.6


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