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Dynamic object inside dynamic object
Posted: 13 October 2019 09:20 PM   [ Ignore ]  
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Hello

I have a scene here that tries to have a MoText object inside a sphere, and the ideal I’m reaching for it so have the letter collide inside the sphere as the sphere falls, kind of as if there was an object inside a sphere in the real world.
However I can seem to find the right combo of settings to not have either the sphere or the letters “explode”.  My solution was to put a constraint on the text object, which works ok, but isn’t ideal (no collisions inside the sphere)

Is there a way to achieve this?

Thanks!

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Posted: 13 October 2019 09:34 PM   [ Ignore ]   [ # 1 ]  
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Hi Alex,

Would that work:
https://www.amazon.com/clouddrive/share/xuVFiJv0K2dl93e3sd2MWogiLPKONK4fWljrRszK39E

If not, please let me know what is missing. I’m happy to look into it.

Cheers

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Posted: 13 October 2019 09:40 PM   [ Ignore ]   [ # 2 ]  
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Yup, that’s exactly it…I see you have it as “moving mesh”?  is that the trick?
Also, what if I want my Motext object to be dynamic as a whole?  i.e not per letter?

Thanks!

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Posted: 13 October 2019 09:46 PM   [ Ignore ]   [ # 3 ]  
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Alex,

that would be then MoText> Dynamic Tag> Attribute Manager> Collision> Individual Elements: Off
Example:
https://www.amazon.com/clouddrive/share/aCFrs9kLXr6ajq0hJ85UOQIsCVnnl9YHYp8FGv9LmN4

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 13 October 2019 09:54 PM   [ Ignore ]   [ # 4 ]  
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Ah perfect!

So was it just the “moving mesh” setting that makes this “internal” collision work?

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Posted: 13 October 2019 09:58 PM   [ Ignore ]   [ # 5 ]  
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Alex,

I have changed not only to Moving Mesh (It takes the longest time, but is the most accurate, and often the only way, especially for inside objects). I have set the Bounce parameters higher, and the Mass. Additionally, I have changed the Dampening. Well, friction as well, as it eats up energy.

My best wishes for your project.

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 13 October 2019 10:51 PM   [ Ignore ]   [ # 6 ]  
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Thank you Sassi!

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Posted: 14 October 2019 01:06 AM   [ Ignore ]   [ # 7 ]  
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You’re very welcome, Alex, thanks for the reply.

Enjoy.

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Posted: 14 October 2019 01:35 AM   [ Ignore ]   [ # 8 ]  
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Thanks Sassi!
One quick question regarding this same project.  I need to render these scenes from an isometric view, but I noticed that my shader that creates an outline aroudn the sphere to reveal the text inside does not render properly from a side view.  In other words I can see the white outline, but the text is not visible…
Is there a limitation related to certain views in terms of rendering?

Thanks!

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Posted: 14 October 2019 01:58 AM   [ Ignore ]   [ # 9 ]  
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Alex,

Please have a look at this project file:
https://www.amazon.com/clouddrive/share/glsln5aulUHhZgzS86IeqSUFog9uXyt8uV494G7Yf5e

The sphere needs to be hollow to see what is inside. I made the sphere editable and used the Extrude [M~T] with the caps option set to on. Then I made sure that the inner has the Normals to the inside and the Surface to the outside.

Let me know if you need more information on that.

Cheers

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 14 October 2019 11:44 AM   [ Ignore ]   [ # 10 ]  
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Thanks Sassi

That makes total sense, but why would the transparency work in perspective view and not in ortho views?

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Posted: 14 October 2019 03:25 PM   [ Ignore ]   [ # 11 ]  
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Hi Alex,

Transparency works in the view, but refraction with containing objects in it will not by default. In other words, place both in a Connect object, and it can render again.

BTW.: If you set the refraction to 0.25, you might catch a little bit from the object in a setup with no Connect Object. When all rays go straight, the refractions won’t work as in standard perspective mode.
In the example with the thin glass bulb, as attached above, the transparency works. Here it has an in and out point of the object for the refraction. If you place the object into a glass sphere, then the in an out point of the refraction calculation is on the surface only. Any object between interrupts the process. That will work to a certain degree fine usually, but with all rays parallel, it has some trouble. Typically these kinds of NO-Point-Of-View, only direction representations of the scene, are used for graphical elements.

Here is a work-around, please note that the Connect Object has to reproduce the result for each an every frame newly. Hence why I thought to create a bulb out of the solid sphere would be a time saver.
https://www.amazon.com/clouddrive/share/zk0yKDJCoKytPAKqeDYL7irVhT7cG56s2qm7JJxEZYg

All the best

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Posted: 15 October 2019 01:36 PM   [ Ignore ]   [ # 12 ]  
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I see, thanks for the detailed explanation Sassi!

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Posted: 15 October 2019 03:33 PM   [ Ignore ]   [ # 13 ]  
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Thanks for the feedback, Alex.

My best wishes for your project.

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Dr. Sassi V. Sassmannshausen Ph.D.
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