Real world Simulation in tyflow
#1
Hello, I wanted to figure out how the physics works in tyflow, for instance, in the real world the Force, which makes something move comes from mass x acceleration and when an object heats something the momentum which is in real-world equal mass x velocity transfer the Force to a kinematic object.
I want to know how this calculates in tyflow.
Based on my tests in physics shape operator the mass doesn't change the movement of a particle, for this test I prepared an event which shoots a ball with a force operator and the force push the Ball for 4 frames and then the force will be zero,(The wind Helper makes this 0 to 4 frame power) after that I add a physic shape operator but when I change the mass in Dynamics rollout the movement doesn't change, even when I add a mass operator it doesn't change by doesn't work I mean the motion line of the ball doesn't change.
What's the problem even I test these things without the physics shape operator and instead I used gravity force and that external force(wind)for start the movement, even with these settings the mass doesn't do anything.
What's the problem?
I have another question, I want to know how should I calculate the braking Force in physics bind operator or particle bind operator?(Without random numbers)
Is there any acceptable mathematical way to calculate it?
I hope someone answers my question.
Best regards. Heart
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#2
We have talk recently about that in Facebook group.
Basically, the mass is only the force that one particle have to the other particles. So if a particle with mass 10 hit's particle with mass 0,1, it will push it, and if the particle with mass 0,1 hit's particle with mass 10, it will bounce of it.
In the force operator, you can turn on that it calculates the mass, but I am not sure if it's working with PhysX.
If it calculate with PhysX, then I guess, it's better to turn of default PhysX gravity, and add force gravity, and turn to affect the mass.
Here I did some tests with different mass:
https://www.youtube.com/watch?v=f2Bn_Tn9JYQ

As for the other question, I have no clue, as I also just type in some random numbers. Smile
But something along 35 to 100k works most of the time for the objects size of a walll (2mx2m), that was voronoi fragmented.
I guess it depends on bind distance, and many other factors as well.
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#3
(11-25-2020, 01:16 PM)d4rk3lf Wrote: We have talk recently about that in Facebook group.
Basically, the mass is only the force that one particle have to the other particles. So if a particle with mass 10 hit's particle with mass 0,1, it will push it, and if the particle with mass 0,1 hit's particle with mass 10, it will bounce of it.
In the force operator, you can turn on that it calculates the mass, but I am not sure if it's working with PhysX.
If it calculate with PhysX, then I guess, it's better to turn of default PhysX gravity, and add force gravity, and turn to affect the mass.
Here I did some tests with different mass:
https://www.youtube.com/watch?v=f2Bn_Tn9JYQ

As for the other question, I have no clue, as I also just type in some random numbers. Smile
But something along 35 to 100k works most of the time for the objects size of a walll (2mx2m), that was voronoi fragmented.
I guess it depends on bind distance, and many other factors as well.

Thanks, @d4rk3lf 
I got the answer to my first question.
I will keep going for the second question hope to find solution.
Again, Thanks.
Best regards.
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