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 Post subject: Vorlex - ICE Rigid Body
PostPosted: 22 Sep 2009, 18:35 
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Joined: 22 Sep 2009, 16:57
Posts: 2
VorleX - is a set of ICE compounds that allows simulate any polygonal object as rigid body, independently of point clouds, instances etc.
Note that the center of object must be placed in the object geometrical center to work correctly ( Transform -> Move Center to Vertices ). But it's not necessary.
I hope VorleX would be usefull. Test it please to help me fix bugs.


Image

(mod edit: I changed the title of this thread to reflect this is not "just another" thread about "ICE Rigid Bodies" - HB)


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 Post subject: Re: ICE Rigid Body
PostPosted: 23 Sep 2009, 04:27 
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Joined: 21 Aug 2009, 07:49
Posts: 14
thanks for sharing it, ZSelector!...looks handy. :)


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 Post subject: Re: ICE Rigid Body
PostPosted: 23 Sep 2009, 12:36 
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Joined: 09 Jun 2009, 14:49
Posts: 27
wow thanks! is there a reason why you did this and not use the built in PhysX RBD ?


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 Post subject: Re: ICE Rigid Body
PostPosted: 23 Sep 2009, 14:26 
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Joined: 22 Sep 2009, 16:57
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Tekano wrote:
wow thanks! is there a reason why you did this and not use the built in PhysX RBD ?


I develop floating in liquid objects (SPH)
There are no possibilities to use PhysX RBD with ICE.



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 Post subject: Re: ICE Rigid Body
PostPosted: 24 Sep 2009, 11:34 
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Joined: 04 Jun 2009, 12:01
Posts: 20
Location: Bonn, Germany
YAY! thats great, thanx! :D
greetz,
ardworx

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 Post subject: Re: ICE Rigid Body
PostPosted: 30 Sep 2009, 23:59 
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Joined: 30 Sep 2009, 23:45
Posts: 1
Great, looks cool!

Inspiring.

Second ICE tree is a bit beyond my current skills (maybe never will be that smart).

Thanks again for sharing


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 Post subject: Re: Vorlex - ICE Rigid Body
PostPosted: 21 Aug 2010, 14:48 
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Joined: 09 Jun 2009, 14:49
Posts: 27
Hey Zselector - dont know if you are still out there , but just wanted to thank you for posting the ICE tree for the SPH floating liquids , I *eventually* realised it could be used to make Rigid Body Objects react to a particle ICE cloud - very neat! So Ive biult the tree as you outlined - the only issue was the fcurve node needed to go from 1 - 0 and it works ! very happy with this so I thought I'd do a capture of it working , pretty much real time with the objects AND the elephant, nice.

And this was promted from you, Thomas Helzle - if you are listening :D , I remembered & explored this as an alternative to the built-in RBD engine, as this is most definitely a way to have Rigid Body dynamics on objects, including changing states on collisions, that can easily be controlled with ICE. As Zselector says, currently "There are no possibilities to use PhysX RBD with ICE"



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 Post subject: Re: Vorlex - ICE Rigid Body
PostPosted: 22 Aug 2010, 10:55 
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Joined: 09 Jul 2009, 08:59
Posts: 158
Location: Close to The Hague, Netherlands
Ooohh... New ICE tools :D

Thanks for sharing!!!!!!

It's amazing how much cool tools come out based on the ICE engine. It seems the sky's the limit.

Again, thanks,

rob

p.s. Tekano, cool particle trick :D

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