With that being said, here is the way I would do it. Simplified.
First, I lay out the structure with sufficient amounts of single-segment polygons. It could also be a polygon stripe with adjusted individual distances.
Then this information is used in the Cloner and Mode> Object.
Keith has explains other ways, but since he has mentioned his ideas already, I go with this suggestion first.
I am having some problems, maybe my way of thinking is not correct.
I have a problem: I created everything according to your advice but I would like collision to be enabled.
To do this I should use “convex hull” or “moving mesh”
but the geometries are very hi-poly.
I created the low-poly shapes to use as a reference and I animated them ... everything works well but ..
When I go to “connect” the hi-poly shapes to the “low-poly” ones through constraint tags> PSR they remain in the original position.
Why is this happening?
I uploaded the scene (on wetransfer because it is too heavy to upload on the forum)
Do you know how to help me with this problem?
I’m going crazy, I also tried to insert a Dynamic tac for each Hi-poly piece and to insert “shape” use “Another Object” but it doesn’t work if I remove the check from “Ignore Collision” because the “collision shape” that it is created not detailed enough to prevent the pieces from colliding with each other.
The only one that seems to work is “Moving mesh” but you can understand that it cannot be applied on a Hi-poly mesh with many pieces.
Okay,
it seems that I have found the solution.
I’m not for simple thinking (I usually complicate my life)
I explain what I did:
I applied “CV-Dynamic” to Hi-poly objects and I applied a Connector.
I put a “Dynamic Body” tag on each Hi-poly object.
In collision shape I used “Another Object” and I inserted the Low-poly object.
For each Low-poly object I inserted a “Dynamic Body” tag and as “Collision shape” I inserted “Moving Mesh”.
In this way I created for each Hi-poly object a “Moving mesh” calculated on the Low-poly mesh.
So I have the possibility to disable the “Ignore Collision” option in the “Connector” and also to have very fast simulation times.
This works very well but if you have any alternative ideas I would be happy to listen to this.
You can use a proxy object inside the Dynamic Tag> Shape> Another Object https://help.maxon.net/us/index.html#DYNRIGIDBODYTAG-RIGID_BODY_GROUP_COLLISION
There is no need to set up two. When Dynamic takes over, the MoGraph set up loses control. Hence the problems with Constraint Tags.
Should I send you an upload link? (I use only: DropBox, Amazon, Google, Apple, or Adobe as cloud services.)
Cheers
(Edit:) P.S. I saw you found that already. (/edit)
It keeps the collision intact and has the smallest set up possible.
I assume that the set up is based on three main objects. Left side elements, main object, right side elements. Whereby the left and right side elements are more than one.
The idea is to use the Formula effector to sort through this. (Cloner: Sort/ Formula: Modify Clone).
The formula reads like this. With 25 Clones (ID: 0 to 24), the centerpiece has the ID=12.
I need to have values for the modify clones option, left side 0, center element 0.5, and right side equals 1.
Then I need to answer for the different sizes of the middle element. The cloner moves the All elements, and only the left side is OK. The second Formula Effector needs then to move the central item a little bit, but the right side less. Since a result of the formula of one results to use the parameter to 100%, I used the middle element size to get the needed extra movement in x. Which was then too much for the right side elements. So the value must be below 1 (here: ~0.98).
The last set up always needed a change in the formula, in case the Clone Count was changed. Here is an Xpresso based version, only the Clone amount needs to be changed. Min is set to five, and the total number will always be odd-numbered of course
This is great, just a little complex for me
I’m not familiar with “Formula” yet.
I’m doing this personal project to deepen the knowledge on this very interesting “CV-Dynamic”.
I will share the progress
Thanks for the reply, daskydesign, very kind of you.
Please forget for a moment anything you imagined the formula “whatever” is.
Two things:
the Formula effector has an expression in it that leads at one point to a number. This number can be placed into the formula field. So, If you put 1 into the formula field, then you turn the Formula Effector into Plain Effector. The value one stands here for 100% of the parameters that you have set in the effector. If you place a 2 into that field, all parameters will be twice given to the clones. That’s all for this point. If this is clear, half of the struggle is done.
The second one and I mention it here, as I have used it a lot in the last example, it is like the following: If I have $10K I would travel to Tokyo, if not I stay home.
Certainly, nothing that anyone has problems understanding. So in the formula in XPresso, for example, that would read
?(in_my_pocket = $10K; Tokyo; Home)
This is one of the most potent formulas I can think of in this area.
You can even replace Home in the formula above:
?(in_my_pocket > $5k; Paris; Home)
I hope that will allow you to read after a short while what I did there. Please ask when things start to stress. I’m happy to look into it.
I should thank you for your time and your help.
I can’t understand the advantages of using formula for example in my specific case.
Is it a reason to optimize the scene?
As you can see in this project, the watch has a very dense mesh and many different geometries.
My intent in this project is to try to have as much control over the object as possible.
At the moment, however, I’m stuck on how to proceed.
I have the inside of the watch case which is composed of several parts and I would like to keep this structure (without having to create a single mesh) in order to have the possibility of being able to animate the internal parts (clock hands).
I thought I could replace the central mesh with a null container with all the internal parts and apply to this a dynamics body tag with Compound collision shape but in the simulation the parts explode.
The problem I think is given by the Connector which does not read the Null group as a single object but creates a “node” for each mesh present within the null group.
I’ve tried several solutions but I’m still stuck.
Do you have any suggestions regarding this problem?
You have given me the link to your personal cloud content, which is not public.
Any file that you like to share needs to be marked (checkbox on the left) and then enabled to be shared (more in the upper right of the interface). Otherwise, only you can see it.
The Null has no edges. I assume that is the problem.
Sorry, it’s the first time I use Amazon Drive
I uploaded another file, tried to use another solution that came to my mind:
using a Constraint PSR link to the low poly mesh, it seems to work but in some parts of the animation it is wrong. I’m confused. https://www.amazon.it/clouddrive/share/6CvV7Q00fDaXymQHPzFJnta6oUJc4bcBubEumhH1d09
(I hope this works well)
ps. Your example is great, I’m trying to understand why it doesn’t work for me.
I placed little Pyramids on each element. These are child objects to the Nulls (parent). Which means they can be freely adjusted. These Pyramids can be replaced with anything that can be a child object.
The only problem that I have found is that the set up doesn’t work on frame zero.
I hope the file answers the question you had.
Please note that the Low poly object, while used in a Dynamic Tag of a hi-res object, does not need by itself a Dynamic tag. The Axis and geometry (like a detailed bounding box) should match. This means as well, objects with the same shape can use the same low res proxy.