Hi, I get the impression that the slower I set the animation for the die / dice, the the more “radical” the movements are. They start flying into the air, backwards, extra high flights until they hit the ground. Any tips? Thank you!
Hi Kent, sure thing! (By the way, the support from cgcookie is amazing!)
Ive tried all kinds of tweaks, googled myself, my last state was the half cylinder solidified, but all the same: when changing the speed from e.g. 1 to 0.1, physical mayhem starts.
Phew, so a semi-noob posts a blender scene to blender pros, not intimidating at all ;-):
Update: as in a few moments later in the video, extending the overall frame length influences the physical simulation? the slower, the longer the video has to be. I thought that the simulation itself is run, but only “shown” in that time frame, not simulated *in* that time frame. Is my assumption correct?
I wouldn’t mess with the laws of nature (changing time or gravity or so), but do what they do in real life; Simulate (record) at 120 Frames per second and play that at 24 Frames per second…so 1 second of simulation will playback during 5 seconds.
Author
Posts
Viewing 6 posts - 1 through 6 (of 6 total)
The topic ‘The slower, the more radical the rigid body movement’ is closed to new replies.