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Pipeline that bends
#11
Hmm I already played around with the attachment point but now I've put it clearly lower and disabled the orientation constrain and this seems to do the trick.
The effect looks nice, very pleased with it!

Thanks Jose!
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#12
You're welcome, let me know if you need further help! Sonrisa
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#13
Hi jose!

Turns out I've got an additional question.
In a different animation I want to visualize the same steel pipeline slowly being pushed into the water (above the force field).
When the simulation starts the pipe will slowly roll down the beach, I tried to minimize this with a High Friction collision material and setting a high m_MassScale in the ObiRod component. 

To simulate the 'pushing' I used 3 animated boxes that push against the pipe.
It looks alright but the pipe behaves a bit too flexible/rubbery/bouncy if that makes sense?
I've tried tweaking several things like the substeps, resolution or collision material but I can't really seem to pin down the solution. 

The ideal behavior of the pipe is sketched in the attachment. The pipe should bend in a slight S-curve and then the second and third bulldozer will push the remaining pipe towards the water. 

How would simulate this and/or eliminate the rolling/jumpy/rubbery feel of the pipe?

Thanks in advance!

Kind regards, 

Patrick


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#14
(03-07-2025, 02:00 PM)5G_Zendmast Wrote: Hi jose!

Turns out I've got an additional question.
In a different animation I want to visualize the same steel pipeline slowly being pushed into the water (above the force field).
When the simulation starts the pipe will slowly roll down the beach, I tried to minimize this with a High Friction collision material and setting a high m_MassScale in the ObiRod component. 

Mass does not affect rolling speed/ease of rolling at all: objects roll down an incline plane because of gravity, gravity is an acceleration -not a force- so mass has no effect whatsoever.

Friction controls how easy it is for an object to slip on a surface, so low-friction would cause an object to slip but not roll, high friction would cause the object to roll (if it can roll, rope particles do not have orientation so they cannot, rod particles can) but not slip.

There's a specific rolling friction setting in collision material that does what you want: it applies a torque that opposes rolling motion.

(03-07-2025, 02:00 PM)5G_Zendmast Wrote: To simulate the 'pushing' I used 3 animated boxes that push against the pipe.
It looks alright but the pipe behaves a bit too flexible/rubbery/bouncy if that makes sense?

Maybe a bit of damping would help, you can find this setting in the ObiSolver component.

Let me kno
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