Trying to create a sleep & wake system like rayfire?
#1
Hi all,
For a simplistic example, lets say I have a stack of cubes that a sphere will crash into.
My goal is to have the stack of cubes "asleep" or "deactive" until the sphere makes contact with the stack.
When the sphere touches the surface of the stack, the ENTIRE stack (regardless of contact location)  becomes active or awake with PhysXshape.
(Basically similar to rayfire's SLEEP until active mode)

I've tried the SURFACE TEST but it seems to activate only the areas that are determined by the distance radius values.
I am looking to setup a simple "sleep & wake" on contact. So a soon as 1 active object makes contact with the sleep objects, the PhysXshape turns on and the entire model becomes dynamic.
Thanks!
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#2
Here's some thoughts:
- In addition to the surface test, you could use PhysX collision operator, and check particle collisions, so they activate themselves when sphere hits them
- Sometimes, in the scenario where sphere hits the wall, I just use time test operaor, and just send them to physX at the specific frame. Can't be simpler then that. Smile
- Usual method that people do with Tyflow is that you add PhysX Bind operator, but check down that is breakable by force, and just lower your force strength to some low value (that way, PhysX Bind will keep them together, but it will be weak, so sphere will brake it). Also, it's good to check (if the wall is the object) ,that is also bind by ground.
I think I used this last method for this test:
https://www.youtube.com/watch?v=rCuuHIw4uhI

So, in conclusion, the most similar Tyflow option to Rayfire sleep is PhysX Bind operator, with brakable by force on, and with low values on the force.

Check out this tutorial too, for adding extra details Smile
https://www.youtube.com/watch?v=rCuuHIw4uhI
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#3
(02-02-2021, 04:06 AM)d4rk3lf Wrote: Here's some thoughts:
- In addition to the surface test, you could use PhysX collision operator, and check particle collisions, so they activate themselves when sphere hits them
- Sometimes, in the scenario where sphere hits the wall, I just use time test operaor, and just send them to physX at the specific frame. Can't be simpler then that. Smile
- Usual method that people do with Tyflow is that you add PhysX Bind operator, but check down that is breakable by force, and just lower your force strength to some low value (that way, PhysX Bind will keep them together, but it will be weak, so sphere will brake it). Also, it's good to check (if the wall is the object) ,that is also bind by ground.
I think I used this last method for this test:
https://www.youtube.com/watch?v=rCuuHIw4uhI

So, in conclusion, the most similar Tyflow option to Rayfire sleep is PhysX Bind operator, with brakable by force on, and with low values on the force.

Check out this tutorial too, for adding extra details Smile
https://www.youtube.com/watch?v=rCuuHIw4uhI

Oh , OK I will give it a try.
Currently I have the dynamics being triggered on via Properties test / Velocity (anything greater than 0, test true) So once any pieces move slightly on impact, they move to the next event containing my dynamics which activate . My dilemma with that is the wall pieces can not move unless they ARE dynamic & collide turned on.(so they can't trigger the velocity Mag) Which defeats my original plan . So with my current setup, I had to turn off Gravity in TYFLOWS PROPERTY and add "force /gravity" into the events.

I feel like there is a much easier way to make the freaking wall activate, on impact other than my setup.
I am looking forward to trying your methods.
Thanks!
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