After all the animation was in, it was time to dive into rigid bodies. First, I created the sphere to work as the ball, and made it an active rigid body. I then selected the geometry and made them static objects. After playing I ran into my first issue. The ball fell but didn't collide with the geometry. After much researching I found that this was due to a bounding box issue with the default solver. To fix this I switched over to the bullet solver, and in the AutoDOPnetwork, I found the sphere node and changed the geometry representation in the collisions>bullet section to concave, which then allowed the collisions on the static geo to actually follow the geometry's actually normals.
The next challenge was getting the ball to roll past the first animated door. It seemed that no matter what was changed it thought the door was in it's starting position throughout the sim. I found that using the same collisions>bullet tab in autoDOP with the option "show guide geometry" on, I could see that indeed, the sim was only taking the static geometry into account. Because the simulation reads the geometry in its inactive state for the entire scene on frame one, you need to have it take into account moving geometry. This was done in the same menu subset, by checking on "use deforming geometry", "use object transform," and "create active object." This solved most of my problems.
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| Caching Out |




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