Combining Rigid Bodies with new Simulation System
(tried searching but could not find anything)
what is the best practice for combining rigid body simulation together with the new simulation system for cloth/soft bodies?
Is this even doable?
Dr. Sassi last edited by
Please let me answer with a link first:
If something is defined as working together (combining), then any movement or force that one system brings into the scene should affect the other. That might work, but can the "other" in return affect the system that provided the first "impulse'? In other words, could we create a system that allows for a feedback loop? Not without tricks. Perhaps a nearly endless feedback loop, like light, bounces nearly infinite times in nature, which can't be calculated with over-the-counter computers.
With that, the answer is no, then followed by a but…
However, that is a general statement, and I believe we could fill a book with options and exceptions, given that the whole world can be (or not) simulated. Perhaps animate the reaction and use only a Collider.
So, if you have a sketch, storyboard, or anything specific, we can talk more about what to do. After all, we are discussing anything that leads to a rendering here. Which also allows us to find workarounds in some cases.
Simulations are always a reduced interaction of reality, just enough to keep the calculation times reasonable. I avoid the term physically correct and use the term physically plausible instead—expectation management.
I care about an option to make the final audience believe and not question what they see as an optional goal. That we often achieve that with editing or camera movements, goes without saying.
All the best