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Animated mesh - Printable Version

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Animated mesh - rodrigolima3d - 08-21-2024

Hi. Im begining on tyFlow and need to animate a snooker table. Im trying to hit one animated mesh (my white ball) to the other static meshs but I just cant. I add Physx collision to the meshs but they dont interact each other. Could some one give some light about it? All tutorials Ive found always talk about particles (birth objects) but never found some about an animated mesh. My print screen bellow.
Thanks!!


RE: Animated mesh - d4rk3lf - 08-21-2024

If you are beginner on Tyflow, I think snooker sim won't be a best starting point.
But ok.. I wont judge you (even I already did.. lol).

Ok.. joke aside.. let's see what you have on your flow screenshots.

Well first of all.. you need to know that PhysX shape operator is what triggers particles to START behaving like Physx objects.
So, in your first event you have a PhysX collision operator above Physx shape operator... if it's above, it doesn't make sense... because if you are testing PhysX collisions, you first need PhysX shape to trigger particle to start behaving with PhysX rules... then PhysX collisions.. if you have any...
On your second event you don't even have a PhysX shape to trigger particles.

I am not fully certain on what this object bind operator might be (that could potentially lock your physX)

As I said initially bro... maybe you should start with something simpler.. like.. ball.. hitting another ball.. and then go from there...

Try creating just a ball hitting another ball, in PhysX... and I?l be around, and I'll do my best to help you understand that principle.. once you understand that.. and how collisions work... sure.. let's play some pool bro! Smile


RE: Animated mesh - rodrigolima3d - 08-22-2024

(08-21-2024, 04:50 PM)d4rk3lf Wrote: If you are beginner on Tyflow, I think snooker sim won't be a best starting point.
But ok.. I wont judge you (even I already did.. lol).

Ok.. joke aside.. let's see what you have on your flow screenshots.

Well first of all.. you need to know that PhysX shape operator is what triggers particles to START behaving like Physx objects.
So, in your first event you have a PhysX collision operator above Physx shape operator... if it's above, it doesn't make sense... because if you are testing PhysX collisions, you first need PhysX shape to trigger particle to start behaving with PhysX rules... then PhysX collisions.. if you have any...
On your second event you don't even have a PhysX shape to trigger particles.

I am not fully certain on what this object bind operator might be (that could potentially lock your physX)

As I said initially bro... maybe you should start with something simpler.. like.. ball.. hitting another ball.. and then go from there...

Try creating just a ball hitting another ball, in PhysX... and I?l be around, and I'll do my best to help you understand that principle.. once you understand that.. and how collisions work... sure.. let's play some pool bro! Smile

Hi man, thanks for your time! I've tried again and now I could make the balls hit each other but they go really crazy after that. I tried to figure out by myself how to stabilize the balls but I couldn't. I'm attaching the video result and the nodes from tyflow. I added two physx collision in each node, one for the ball and another one for the red carpet/table where they are rolling. The green ball mesh (picked by the birth object) is animated on key frames. I animated the mesh moving on x axys until it hits the second ball. Is there a way to keep the balls behaving calm after hitting each other? XD

Thanks
Rodrigo.


RE: Animated mesh - rodrigolima3d - 08-22-2024

Hey man, just an update. I figured out how to make the balls hit much better. No im gonna set all of them and try to configurate the masses etc. Take a look on file. 
Thanks
Rodrigo


RE: Animated mesh - d4rk3lf - 08-22-2024

Great progress. Smile
Keep in mind that mass option means just velocity transfer.. meaning the more mass one particle have, the easier will push the particle with less mass.
It won't add additional gravity to the object.

You can play with friction options in PhysX collision (red carpet) until you are happy how they react.
You can even articifaly slow it down by adding slow operator with low values.

Keep it up! Smile


RE: Animated mesh - rodrigolima3d - 08-22-2024

(08-22-2024, 07:02 AM)d4rk3lf Wrote: Great progress. Smile
Keep in mind that mass option means just velocity transfer.. meaning the more mass one particle have, the easier will push the particle with less mass.
It won't add additional gravity to the object.

You can play with friction options in PhysX collision (red carpet) until you are happy how they react.
You can even articifaly slow it down by adding slow operator with low values.

Keep it up! Smile

Thanks man! Helped me a lot. Lot how its going, Im attaching a video. Im now burning my head trying to make the net for the balls, you know? the white net which holds the balls. Ive tried the cloth but it doesnt collide with the balls. Im using the free version, is there an option to make this happens with the free version ?

Thanks
Rodrigo.


RE: Animated mesh - d4rk3lf - 08-23-2024

It's not about free vs pro version... it's about the fact that cloth or particle physics operator can not work with PhysX together.
They are completely different systems.

However, with PhysX you can do a setup of the net, and that way you can have 2 ways interaction.
In the official Tyflow example files (download on the same page you download TyFlow), in PhysX folder you can find a file: tyFlow_clothRigidbodyInteraction that is showing how to do that. Read what Tyson wrote in the description, try to understand system, then try to apply it to your scene.