PHYSICS

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yadhu.nar
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Joined: Sun Jan 27, 2013 4:56 pm

PHYSICS

Post by yadhu.nar »

CAN I USE PHYSICS TO SHOW A WIND EFFECT FOR ANY OBJECT GRASS OR CLOTH
2BirdyBirds
Posts: 7
Joined: Wed Mar 13, 2013 3:09 pm

Re: PHYSICS

Post by 2BirdyBirds »

I have been trying with no success to stop the physics of one object while I animate it until it gets to the moving bucket it has to go in for the physics to kick in.
I have tried baked physics before object gets to basket and then unchecking it once the object gets to the basket which by the way, also moves. I have tried Start asleep, then animating the object until it gets to basket and then unchecking it. I have tried animating it as a non-moving object and then disabling it when it gets to the basket. No matter what I try, I ALWAYS get the same result; the object gradually floats down out of the stage and right past the basket like a ghost moving through a wall. The only time I can make the object and the moving basket work together is when I start with the object already inside the basket.

Is Anime Studio just not equipped to do what I'm trying to do?? Of course the manual doesn't tell you anything. It just tells you to see chapter 5:9 in your Anime Studio manual. I thought I WAS looking in the manual?!? The thing with 368 pages that says "help" under the Help tab. Chapter 5:9 tells you nothing about something like this.
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heyvern
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Re: PHYSICS

Post by heyvern »

A wind effect might be easier to create and control using animated particles. I have tried this in the past and the effort required to get the physics to do what you want is too much.

With animated particles you can control each particles movement, offset it for a wind type effect. Haven't done it myself but I think I saw a sample somewhere.

The second question about stopping and starting physics is a no. Sorry. Physics are pretty much on or off. So you can't animate an object by hand and then turn on physics to have it bounce or whatever.

What you might be able to do, is have two objects that are identical. One moves around that you animate by hand. Once that object is in the right position, you have a duplicate physics controlled object that is keyed to be not visible (layer properties) until the other hand animated object reaches it's final spot. Then you key the first hand animated object invisible, and the second one visible.

The physics object would be set to start asleep. At the point of it becoming visible you put in a physics "nudge" key to get it going. It should then follow what ever physics are applied.

Remember that if this is a layer object that is moving and then falling into a "basket" or container, the container must be in the same physics folder as the object, and the basket or container layer must be set to be an "non-moving" object in the layer's physics properties.

Here is a real quick simple example:

https://www.dropbox.com/s/gj415zfqsln7f3x/physics1.anme
2BirdyBirds
Posts: 7
Joined: Wed Mar 13, 2013 3:09 pm

Re: PHYSICS

Post by 2BirdyBirds »

Thank you so much. At least now I know that it is an AS inferior function and not me. Unfortunately, my "basket" must also move. Now the basket has a back and a front to it that has to move in conjunction with the physics. In the physics group, I made an outline of the basket that I'm calling a shell and then I made it not invisible so I could hand animate the basket with each move of the "shell" in the physics group. Two more problems have occurred in doing this.
1) When I make the basket shell in the physics group invisible, it will no longer function. The objects once again, slowly float right on through the basket shell as if it wasn't there.
2) When I leave it visible and then carefully hand animate the "real" basket on 2 other layers (back and front) to move in conjunction with the physics layer and then go back to play it again, the physics moves on it's own and things become off kilter. The physics layer does not follow the exact same keyframes it did when I first applied the physics. What's up with that???

Pulling my hair out here. I sure hope Smith Micro will correct these issues when they make version 10
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slowtiger
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Re: PHYSICS

Post by slowtiger »

Try to make that "shell" a mask, with "add to mask, but keep invisible".
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2BirdyBirds
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Joined: Wed Mar 13, 2013 3:09 pm

Re: PHYSICS

Post by 2BirdyBirds »

Thank you so much! That is one option! Alternatively, I found that making the "shell" in the physics group at zero % opacity, it worked nicely.

Now the only other thing that's driving me nuts is why wont the physics animation stick to the same keyframes every time I play back? I think I've got it under control and spend all this time animating the object on the back layer to correspond with the shell movement. Then I play it back, and it's all off kilter! Anybody know how I can lock the physics into doing the same exact motions every time?
2BirdyBirds
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Joined: Wed Mar 13, 2013 3:09 pm

Re: PHYSICS

Post by 2BirdyBirds »

Oh yes, then there is that other thing. Around frame 1700 my shell that is moving like a pendulum using the pivit on origin feature and blocking it with a couple of non-animating stops simply just stops. Can't have that either. Suggestions most appreciated
2BirdyBirds
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Re: PHYSICS

Post by 2BirdyBirds »

Does anybody know why my pendulum (made be point of origin and adding one no-moving object (stops) on either side to bounce it back) stops moving in the middle of my animation?
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