Greetings friends,I come with a question again…Are there any good solutions about the Rigid body solving? It’s damn slow in Maya,i’m about to try that in XSI or sthelse,but not so skilled as Maya.Could you plz give me some suggestions?
(I guess this division is more about the rendering,but i’ve checked everywhere and found there’s no such as Simulation division here…sorry about that.)
I tried many times to figure out where the problem is,then I focused to the Collision Tolerance value.Are there any formula or rule or any methods whatever to confirm the CTvalue for a Rigid solved scene? So much appreciate for any responses.
Depending on what your scene is, one thing I do is key the collision off/on until it’s needed. An exploding wall for example, I wouldn’t turn on the collision (per object) until 10-15 frames into the animation. This prevents intersecting objects at the start which ruin the simulation, and really slow it down.
It’s an obvious thing to do, but there it is, just in case.
thanks a lot mathes bro~ :]
i’ll try it, and, if u know something about defining the collision tolerance (like some formulas or rules as i said,if do exist), then plz tell me.i always try many values to get a better one,but i thought that’s absolutly not a good way like a blind…
thank you very much! good luck bro.
thanks a lot mathes bro~ :]
i’ll try it, and, if u know something about defining the collision tolerance (like some formulas or rules as i said,if do exist), then plz tell me.i always try many values to get a better one,but i thought that’s absolutly not a good way like a blind…
thank you very much! good luck bro.
You should give other solvers a try.
dynamica bullet physics
pull down it