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SSR Tags

SSR Simulator (Test/Experimental)

Tag Properties

SSR Simulator Tag Properties

Enable Tag: Default Checked

Auto Key Framing: Default Un-Checked. When this is checked automatic keyframing takes place to create an animation from the simulation. Enable this and the general Automatic Keyframing setting in C4D to create a baked animation from the simulation. The next time you hit play in the timeline, the simulation will be written as keyframes in the timeline.

Start Frame:

End Frame:

Solver Iterations:

Broad Phase: Simple, Advanced, SAP

Delta Time: This is a representation of the amount of sim time that elapses per frame.

Sub Steps: This is a representation of the amount of sub-steps every frame will be subdivided. Delta time divided by X equals how many parts per frame.

Example. If Delta Time = 0.032 and Sub-Step =0.016 then every frame will be divided into 2 sub frames. If you have very fast objects that collide with each other then make the Sub-Step value smaller in order to pick up the quickly moving objects and their interactions. However the lower the value or more Sub-Steps there are the slower the simulation with be essentially because there are more steps to calculate. For best results the Delta Time value must be X-times the Sub-Step value

Collision Hardness: This is an important value in collision detection. The higher values mean that objects intersections are resolved a lot faster. Collision response hardness involves the motion of two or more objects after they have collided. Rigid bodies do not change shape on impact, however in the real world you know they may say compress. If you hit a tennis ball with a racket the ball when viewed in slow motions radically changes shape. Hardness allows Phytools to help simulate the tennis ball bouncing off say a wall or tennis racket.

Friction: Friction is the force that opposes movement of two surfaces in contact with each other. A value of 0 would mean it’s a very slippy surface rather like ice, and big values mean the object has a rough surface with will little movement between each other. Static and dynamic friction are calculated. This is dependent/related to object mass.

Density: The density of the object matter (mass = density x volume).

Linear Damping: Damping is the effect of introducing a force or friction in order to reduce say its movement. Within Engineering its a force with magnitude proportional to that of the velocity of the object but opposite in direction to it. Its possible to over damp and under damp so you may need to fine tune this in your sims if necessary. Bascially this value allows you to slow moving objects down.

Angular Damping: The restriction of rotational movement. This value allows you to slow rolling objects down.

Gravity: X, Y, Z. Default value of -9.8 down along the Y-axis. According to Wikipedia: The Earths gravitational field is numerically equal to the acceleration of objects under its influence which is approximately 9.81 m/s² or 32.2 ft/s². This means that, ignoring air resistance, an object falling freely near the earth’s surface increases in speed by 9.81 m/s (around 22 mph) for each second of its descent. Thus, an object starting from rest will attain a speed of 9.81 m/s after one second, 19.62 m/s after two seconds, and so on. You are free to change the values for -/+ along XYZ to get the effect you desire.

Init, Edit Collision:

Debug Rendering: Default Checked. This will show some internal information, useful for diagnosing issues with sims. Checking this makes all the other debug options below available.

Draw AABB: This draws an Axis Aligned Bounding Box for every object in the sim and can help show what is happening as collision time.

Draw Shape: Adds a coloured object shape in viewport. The colours indicate static, moving and sleeping objects allowing visual feedback of what an object state is.

ssr_tags.txt · Last modified: 2006/10/27 16:08 by flingster