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    Spline wrapped objects as collider

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    • C
      Chris Villa last edited by Dr. Sassi

      Hey there,

      I'm currently working on a dynamics sim that's needing to use a spline wrapped object as a collider with a voronoi fracture. Think snake crashing through some wood panels.

      Right now, all of the collision models seem to be ignoring the geo. Is that because it's technically being deformed? I made with the Use Deformed Object is on, but still nothing. I having to use proxies which work, but still aren't giving me the result I'm looking for.

      It would be huge if I can use the actual geo.

      Thanks!

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

        Hi Chris Villa,

        Please have a look here.
        CV4_2023_drs_23_SIvf_01.c4d
        or here
        CV4_2023_drs_23_SIvf_11.c4d

        Which one is it? Your description can be read in both ways.

        Please, even a dummy only, but if possible, share a project file; there is, in pretty much any case, no better way. If it doesn't take it as an attachment, please send it as DropBox, Google, Adobe, Apple, or Wetransfer Cloud.

        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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        • C
          Chris Villa @Dr. Sassi last edited by

          Hey @Dr-Sassi,

          Thanks for getting back to me. I think some wires were crossed though. I'm not using soft bodies in my scene. I'm trying to get a splinewrapped object to collide with a rigid body voronoi fracture. Here's a very stripped down version.
          SplineWrapCollider.c4d

          Hoping that attachment works. I've tried a number of settings, including Use Deformed Object but is a wrapped deformation different than any of the other typical deformers.

          Timing the proxies is ok, but it would be SO much easier to use the actual objects to knock the fragments loose.

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

            Hi Chris Villa,

            Thank you so much for the file! 🙂
            This is pretty clear now.

            Please have a look here:

            CV4_2023_drs_23_DYsw_01.c4d

            My way of setting up this would be just a little bit different. Expand the Bounding Box of the Spline Wrap, and set it to fixed (Attribute Manager> Spline Wrap> Object> Bounding Box).
            Animate the object inside that bounding Box. BUT: no animation via offset.

            If more animation is needed, perhaps add an FFD to it, like shown here:

            CV4_2023_drs_23_DYsw_02.c4d

            Please let me know if that works for you.

            Enjoy

            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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            • C
              Chris Villa last edited by

              Very interesting. Is the geo being used the collider here or the bouncing box? It might not matter in my case, but just to know...

              Thanks for helping out. I'll see if I can fold that into my setup and report back. 😉

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              • Dr. Sassi
                Dr. Sassi last edited by

                Chris Villa,

                From my point of view, the Collider looks at the deformed data set but not at the Offset updates. At least that matches yours and my observation.

                The Bounding Box is the space that the Spline uses to perform, so if you explore this a bit, you might have more project options. The Bounding box is animate-able for a reason.

                The Object is always the Content for the Dynamic; the Bounding Box is just "math".

                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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                • C
                  Chris Villa last edited by

                  From my quick tests, that might not be the approach for this project, but knowing this going into the next will help. I've been getting away with old school proxy colliders and growing sweeps. I've been running into other issues of tiny fragments, collision offsets and ignoring the dynamic activation, but that's for another day.

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

                    OK, thanks for the feedback, Chris Villa,

                    How about this:

                    CV4_2023_drs_23_DYsw_11.c4d

                    Enjoy

                    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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