My first physics in asp7
Moderators: Víctor Paredes, Belgarath, slowtiger
My first physics in asp7
Hello all!
Having fun with ASP 7 here, made my first little scene with the new physics, darn fun stuff and not hard really.
physics.anme
physics.mov
If you scrub the Quicktime file, you see that the balls gradient all face the same way, and as they get in the container they start to rotate.
G
Having fun with ASP 7 here, made my first little scene with the new physics, darn fun stuff and not hard really.
physics.anme
physics.mov
If you scrub the Quicktime file, you see that the balls gradient all face the same way, and as they get in the container they start to rotate.
G
Heres my 1st stab at physics'
http://www.youtube.com/watch?v=3g8Z_uxvlqY
Redid it some.
http://www.youtube.com/watch?v=wTXWMqHNj98
http://www.youtube.com/watch?v=3g8Z_uxvlqY
Redid it some.
http://www.youtube.com/watch?v=wTXWMqHNj98
Last edited by sbtamu on Thu Jun 10, 2010 9:17 pm, edited 1 time in total.
- Víctor Paredes
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Ok, it's not my very very first test, but close
http://tazatriste.cl/cosas_subidas/3/ph ... eople2.mov
http://tazatriste.cl/cosas_subidas/3/ph ... eople2.mov






Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
http://www.creativetvandmedia.com
My store on Renderosity:
https://www.renderosity.com/mod/bcs/?uid=921315
My store on Renderosity:
https://www.renderosity.com/mod/bcs/?uid=921315
Thanks. It's a brilliant feature. Well worth the upgrade price indeed!!!
Cheers
D.K
Cheers
D.K
http://www.creativetvandmedia.com
My store on Renderosity:
https://www.renderosity.com/mod/bcs/?uid=921315
My store on Renderosity:
https://www.renderosity.com/mod/bcs/?uid=921315
Yes well worth it, for kicks I took the school bus from my south park animation and had it hit Willy, Willy flies off like a mangled superman and looks like Beetle Baily after the sarge kicks his butt.DK wrote:Thanks. It's a brilliant feature. Well worth the upgrade price indeed!!!
Cheers
D.K
I'm trying to tweek the gravity magnitude and density etc. trying to make it look funnier.
The "rotating gradient" issue is something I've been thinking about. It is annoying that the "light source" can't stay in place. I had looked into the scripting reference but can't find the location values for the gradients so I don't think this could be scripted. If gradients could be scripted it would be a simple matter of making the gradient angle stay the same in relation to the layer rotation.
There might be a way to pull this off with bones... uh... er... not for the feint of heart though. It would require a single bone layer for every "object" since bones in separate "chains" in the same bone layer don't interact.
So, you would have a bone layer for each "ball" with a ball vector layer inside. The bone would control the vector POINTS ONLY so the gradient WOULD NOT change direction. Apply physics and each bone layer falls and bounces just like a physics layer would.... uh... I think. Haven't tried it yet but I am pretty sure.
I think this calls for another script. A script that splits one vector layer into individual bone layers. Only needed when using gradient or shading styles of course.
-vern
There might be a way to pull this off with bones... uh... er... not for the feint of heart though. It would require a single bone layer for every "object" since bones in separate "chains" in the same bone layer don't interact.
So, you would have a bone layer for each "ball" with a ball vector layer inside. The bone would control the vector POINTS ONLY so the gradient WOULD NOT change direction. Apply physics and each bone layer falls and bounces just like a physics layer would.... uh... I think. Haven't tried it yet but I am pretty sure.
I think this calls for another script. A script that splits one vector layer into individual bone layers. Only needed when using gradient or shading styles of course.
-vern