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    New Simulation system for ragdolls: Compound Collision Shape does not work?

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    • P
      pattern-metal last edited by

      With old Bullet Rigid body tag I was able to use the joint object: I just created the mesh shape, put it under the joint as its child, and added the RB-tag to a joint making it as Compound shape.

      Right now new Dynamic tag does not work with such rig. When I hit play, nothing happens.
      As I can see there is no "Compound Collision shape" option in new Dynamic.
      Actually it is pretty standard feature. It is pretty strange that it is replaced by a "Hierarchy merge level" which does not do the same.

      Is there any plan to add this feature in the future?

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      • Dr. Sassi
        Dr. Sassi last edited by

        Hi pattern-metal,

        I have no file from you here, and when I set up a few objects as child under a Joint rig as in your text, it doesn't create a rag doll effect. So, I can't reproduce this.

        If there is anything that can be shared about any future developments, it will be on the maxon.net website. Here, I strictly do not comment on any future targets or developments.

        Please use the "Share Your Idea" here
        https://www.maxon.net/en/support-center

        My best wishes

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • P
          pattern-metal last edited by pattern-metal

          Hi, Dr.Sassi,
          Actually you've already confirmed this behavior on your side, no need the file. New Rigid body tag does not work with such rig when the collision shape is placed under the Null object or Joint object.
          Therefore it is not possible to use it for ragdolls. You need to convert joints into meshes first, only after that RB tag will start to consider it as a physical object.
          But in this case your skinned mesh will no longer consider the converted joint as a weighted joint and no longer will follow it. You should bind a converted-into-mesh joint to the standard joint and do other unnecessary steps.
          Which we all would be able to avoid just having the old Collision compound shape setting in the new tag.

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          • Dr. Sassi
            Dr. Sassi last edited by Dr. Sassi

            hi pattern-metal,

            Please do not post here, this is the site issue forum.

            I used your text to reproduce it with the Bullet system; you didn't mention making joints editable. I will check in the morning.

            Please share a c4d example (if larger than 1MB, you need to use a cloud service (Wetransfer, Dropbox, google Adobe, or Apple is fine, no Tiny URLs nor zip. Thank you), or get directly with Maxon's suggestion option in contact:

            Thank you for considering sharing your needs/ideas with Maxon using the link above.

            Cheers

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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            • P
              pattern-metal last edited by

              Hey, here is a file with the physics comparison:
              https://mega.nz/file/cRsVXYgb#m9trxV2rmH_0mPlhkyuoHnAdobP9ftRHmMye__Kb-ys

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              • Dr. Sassi
                Dr. Sassi last edited by

                Hi pattern-metal,

                Please share a c4d example (if larger than 1MB, you need to use a cloud service Wetransfer, Dropbox, google Adobe, or Apple is fine, no Tiny URLs nor zip. Thank you)

                Other cloud options are not used for security reasons, sorry.

                All the best

                Dr. Sassi Sassmannshausen Ph.D.
                Senior Trainer, Maxon Master Trainer, L&D - Strategist
                Cinema 4D mentor since 2004, Member of VES, DCS.

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                • P
                  pattern-metal last edited by

                  https://drive.google.com/file/d/1aoxr5MepMU_qUXVZyecsGX1lm09-Zt_K/view?usp=drive_link

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