30-09-2019, 08:09 AM
(29-09-2019, 12:02 PM)josemendez Wrote: Hi there,
Make sure the planes have different phases. See:
http://obi.virtualmethodstudio.com/tutor...sions.html
Since Obi is a particle-based engine, you'd need tiny particles (and very high mesh resolution) to simulate a book using it. Having lots of tiny particles would cause new issues: tunneling, bad performance, etc. Even if you had perfect mesh-mesh contact generation (which is expensive), preventing any tunneling between the pages would be a huge headache, since they're so thin.
Using physics to simulate a book is just not going to work. The enormous amount of intercollisions between the pages and the sheer precision needed to simulate it are simply too much to handle in realtime. Use a different approach (procedural animation, for instance).
Thank you so much for your reply!
Would these issues still persist if there are only a small amount of pages (e.g 10)?
Alternatively, if we were to pursue another form of simulation, such as your suggestion of procedural animation, would we be able to use the (hopefully) realistic motions created with Obi to serve as the animations and if so, how would we record/ convert the motion to animations?
Also, might you have any suggestions on how to overcome our current problems to arrive at realistic looking animations, instead of using real-time physics?
Currently we are manipulating an object with ObiSphericalForceZone as well as the intensity of the force in order to "flip" the pages. Would we still be able to use this method, or do we need to shift to another method, such as moving the pages individually with inverse-kinematics?
again, thanks for helping us on our project.