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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 10,
Visits: 66
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I'm trying to do this tutorial here useing Iclone 7.1 (not trial) >> https://youtu.be/9fa7ci0qSX8I have been stuck for more than an hour trying to get the delayed transition to Rigid Body (Dynamic) to work. It says in the timeline that it changes from Frozen to Dynamic ... but when the animation generates the object always stays frozen, unless I stop playing the timeline and then start playing it again, but it is supposed to change on its own while playing. Anyone know why this is not behaving as shown in the tutorial video ? Thank you
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Rampa
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Group: Forum Members
Last Active: Last Week
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Make sure that you are setting the the initial state at frame 1. With the 7.1 update, initial keys are no longer automatically set by default. Also make sure you have physics enabled in the toolbar.
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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
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Thank you for the reply, but yes, I have been doing both of those things. It sets the initial state just fine, but it will not change the state later in the timeline.
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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 10,
Visits: 66
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(I tried posting a reply to this thread yesterday, but it seems to have gotten lost maybe?)
There is no issue setting the state at frame 1. That works perfectly fine. The physics mode is turned on when I run the timeline. That is also easy. It creates a keyframe at the point in the timeline when I change the state from frozen to dynamic (frame 30). Frame 29 shows rigid body state as 'frozen' state and frame 31 shows 'dynamic' state exactly as expected.
*But* when I run the timeline to animate the object, it passes right through the keyframe where it is supposed to change state ... and nothing happens ... just as if the keyframe to change the rigid body state does not exist.
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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 10,
Visits: 66
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Since nobody seems to have a notion as to why this is not working properly ... I went back and tried the entire tutorial from scratch again.
The results are the same. It is impossible to change the rigid body simulation state of an object *after* frame 1 in the timeline.
Its broken.
(I will be very happy to be proven wrong, if anyone can do so.)
Cheers !
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Rampa
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Group: Forum Members
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I found a solution. Instead of using static or frozen states, use kinematic.
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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
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Thank you kindly , I will give that a try right now . =)
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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
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A noble effort, but no, it does not achieve the desired result.
If I set the copied "rocket" to kinematic at frame 1, that is fine, and then switch it to dynamic at frame 30 ... that *looks* fine in the timeline as well ... even if I scrub the line slowly the properties look exactly like they should in order for it to launch. At frame 30 the initial force says it will switch to the required amounts, but ...
When actually running the simulation, it just passes through frame 30 without applying the defined initial force, it simply adds gravity forces to the "rocket" and it falls over.
Thank you for your suggestion nonetheless.
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4u2ges
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4u2ges
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
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It is certainly a bug, because it used to work in IClone 6. But you can still make it working (you will not get any preview though). Do what you did with frozen. Run simulation. Stop it. Immediately delete Rigit State change key. Disable Physics. Run your clip. It looks like the simulation is actually baked, but it cannot be seen until the state change key is deleted and physics disabled. Needs to be reported to Feedback Tracker.
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tjharding
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tjharding
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 10,
Visits: 66
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Thank you for that confirmation. I will also try your suggestion later on as well.
I managed to "fudge" the resultant outcome by taking the first rocket, copying it, running the set of "rockets" simultaneously, then after the animations are set, I offset the animation in the timeline to the desired offset.
Still, it would be nice if it worked as shown in the tutorial ...
Cheers !
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