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Objects colliding Incorrectly... - Printable Version

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Objects colliding Incorrectly... - 3dsmaxinator - 08-08-2025

I'm currently working on a project. In this project I want two words to crash into each other, causing some destruction to each word, but not total destruction.
My issue is that when the proxy object that I am using (Geosphere) hits the "invisible" wall I have set up, it doesn't crash against the wall like I want it to. Instead it hits the wall and completely just crumbles to the ground.

My goal is to get the text I will be using to crash together like a vehicle head-on collision, maintaining it's form with some good damage at the point of collision and not so much further away from the collision. For reference to what I am trying to achieve, I have linked a YouTube video from a vehicle crash test. I'm interested in reproducing this effect (Starting at 1:10). What Am I doing wrong to make the sphere just crumble when it touches the wall?
Any help or suggestions would be wonderful! Thanks in advance!





.mp4   CrashIssue1.mp4 (Size: 453.61 KB / Downloads: 8)
   
   


RE: Objects colliding Incorrectly... - d4rk3lf - 08-09-2025

They fall down, because PhysX solver by default have enabled gravity (and ground plane). so when particles enter your second event, the default gravity pulls them down.
You can disable that by grabbing main tyflow object, go to modify panel, and under PhysX rollout disable gravity.

For this kind of simulation (metal bending) you should enable in PhysX Bind operator a "bind deformation" option, so binds doesn't try to retain their original position, but allow to stay in bend position.

Other then above points, your setup looks correct, although I would personally first brake the spheres and keep the physx setup in first event, and then just activate it in second event... that way non activated PhysX particle will push your activated particles, and I think that's more like in reality.

Attaching you a quick setup, I did that is hopefully something you want.
Note 1: If you dislike how they are braking into fragments, hide TyFlow, and unhide skinned spheres, and you will get more like a car crashing type of mesh (bending metal, not braking too much).
Note 2: not sure why would you need a wall, but I placed it anyway. The spheres can collide in this setup with themselves just fine. Disable PhysX collisio operator if you want that.


RE: Objects colliding Incorrectly... - 3dsmaxinator - 08-09-2025

(08-09-2025, 03:10 PM)d4rk3lf Wrote: They fall down, because PhysX solver by default have enabled gravity (and ground plane). so when particles enter your second event, the default gravity pulls them down.
You can disable that by grabbing main tyflow object, go to modify panel, and under PhysX rollout disable gravity.

For this kind of simulation (metal bending) you should enable in PhysX Bind operator a "bind deformation" option, so binds doesn't try to retain their original position, but allow to stay in bend position.

Other then above points, your setup looks correct, although I would personally first brake the spheres and keep the physx setup in first event, and then just activate it in second event... that way non activated PhysX particle will push your activated particles, and I think that's more like in reality.

Attaching you a quick setup, I did that is hopefully something you want.
Note 1: If you dislike how they are braking into fragments, hide TyFlow, and unhide skinned spheres, and you will get more like a car crashing type of mesh (bending metal, not braking too much).
Note 2: not sure why would you need a wall, but I placed it anyway. The spheres can collide in this setup with themselves just fine. Disable PhysX collision operator if you want that.

Thank you so much for this. It is very close to what I am wanting. I will run through the TYFlow you have in your setup. I'm still very new to using TYFlow and don't know all the operators and their parameters yet. I will get there.  Tongue
The wall in the middle is just a proxy for the animation. I figured I'd place it because the animation I was looking for wasn't coming out the way I wanted it. I originally built the setup with the text I wanted, but the right text kept pushing the left text to the left. I wanted them to continue to keep meeting in the middle, even if it distorts the letters a lot. I assumed it was the text that was an issue, so I placed a thin wall between them to be the collision point instead. That's when i ran into the issue I was running into. Agin, thanks for this. I will play with it some coming this week. I will probably be back asking more questions pertaining to this in the very near future.  Big Grin


RE: Objects colliding Incorrectly... - d4rk3lf - 08-11-2025

Sure bro... feel free to ask anything that I didn't explain correctly.

And about "don't know all the operators and their parameters yet".
You think I do? Smile
Far from it.. lol...

About "wall in thee middle"... yes, I assumed it's the case like you explained, and this is why I placed it, and this "workarounds" tries are perfectly legit.
Man... whatever works!