[Sidefx-houdini-list] Re: Auto detect Glue strength?

Jed Schwartz jed at jedschwartz.com
Thu Aug 24 12:51:54 EDT 2006


What I found most useful in DOPs was having the ability to jump  in  
and out of a simulation-  animating by "Hand"  where necessary and  
letting the the DOPs do the heavy lifting for physical interactions etc-

You don't have to count on the simulation to hit every cue-


On Aug 24, 2006, at 11:56 AM, Alex Stephan wrote:

> With all these dynamic simulation tools becoming more powerful, it can
> also be a curse.
> I wonder sometimes if we waste too much time changing values and  
> hitting
> play again. still not getting what we want. And then go back to  
> animate
> the whole thing with expressions.
>
>
>
> On Thu, 2006-08-24 at 08:42 +0100, Peter Bowmar wrote:
>> Hi Dave,
>>      Well, right now, that heuristic is "try a new number then press
>> play and see what happens" which isn't the fastest algorithm, but  
>> it's
>> pretty reliable in the end... :)
>>
>> Cheers,
>>
>> Peter B
>>
>> On 23/08/06, Johnson, Dave (Space Technology)  
>> <dave.johnson at ngc.com> wrote:
>>> I suppose that after you've done all the trials and errors,  
>>> you'll be able to come up with the heuristic for the rest of us!
>>>
>>> Dave
>>>
>>>
>>> -----Original Message-----
>>> From: sidefx-houdini-list-bounces at sidefx.com on behalf of Peter  
>>> Bowmar
>>> Sent: Tue 8/22/2006 5:19 AM
>>> To: sidefx-houdini-list at sidefx.com
>>> Subject: [Sidefx-houdini-list] Re: Auto detect Glue strength?
>>>
>>> `crickets chirp`
>>>
>>> On 20/08/06, Peter Bowmar <pbowmar at gmail.com> wrote:
>>>> Hi,
>>>>     Does anyone have a relatively painless way to calculate the  
>>>> glue
>>>> strength required to hold an RBD object together so that it will  
>>>> not
>>>> collapse sitting on a GROUND plane with gravity, but will break  
>>>> apart
>>>> easily if something else hits it? Right now it's pretty much  
>>>> trial and
>>>> error which sucks when it takes minutes/hours to calc the sim...
>>>>
>>>> Cheers,
>>>>
>>>> Peter B
>>>>
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