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Collision Physics

Posted By Lord Ashes 8 Years Ago
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Lord Ashes
Lord Ashes
Posted 8 Years Ago
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I have created a nice physics enabled Pool Table prop with working ball return. It works great but the Pool Table prop would be even better if the sides/bumpers would actually act like they should.

For example, ignoring things like ball spin, when a pool ball hits the pool table edge, physics dictates that the angle of incidence (the angle at which the ball hit the edge) equals the angle of reflection (the angle at which the ball reflects from the edge). I have tried playing with the Physics settings on the pool table edges but I can't seem to come up with a combination that get anywhere near this effect. Typically the ball hits the edge, loses most of its momentum and rolls somewhat along the edge instead of bouncing off the edge. Is there some Physics settings that will achieve this effect or is this a limitation of the iClone Physics engine.

Similarly if the cue ball hits another ball dead on, typically the momentum of the cue ball is transferred to the impacted ball. In a perfect transfer the cue ball stops completely where it impacted the other ball and the all of the energy is transferred into the second ball. What kinds of Physics settings should I use to achieve this type of energy transfer.

BTW, I am fully aware that to animate both of the above situations manually would be fairly trivial unless the animation consists of a large number of objects (such as breaking during a billiards game). However, it would still be nice to provide a Pool Table prop that had working physics so that the user does not have to animate manually. 













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