The slower, the more radical the rigid body movement

posted to: Dice Animation

Hi, I get the impression that the slower I set the animation for the die / dice, the the more "radical" the movements are. They start flying into the air, backwards, extra high flights until they hit the ground. Any tips? Thank you!

Dennis

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Reply
  • Kent Trammell replied

    Can you post a WIP video here via youtube?

    2 loves
  • thednx replied

    Hi Kent, sure thing! (By the way, the support from cgcookie is amazing!)

    Ive tried all kinds of tweaks, googled myself, my last state was the half cylinder solidified, but all the same: when changing the speed from e.g. 1 to 0.1, physical mayhem starts.

    Phew, so a semi-noob posts a blender scene to blender pros, not intimidating at all ;-):

    https://youtu.be/jtjYrvZdJ7Y

  • thednx replied

    Update: as in a few moments later in the video, extending the overall frame length influences the physical simulation? the slower, the longer the video has to be. I thought that the simulation itself is run, but only "shown" in that time frame, not simulated *in* that time frame. Is my assumption correct?


    1 love
  • Omar Domenech replied

    Yeah you are correct, the slower the more frames you will need because it will take more time.

    My first guest would be that the scale is not applied on any object? is your scale on the floor, the cylinder, the dices all 1, 1, 1?

    1 love
  • Martin Bergwerf replied

    Yeah, 

    I wouldn't mess with the laws of nature (changing time or gravity or so), but do what they do in real life; Simulate (record) at 120 Frames per second and play  that at 24 Frames per second...so 1 second of simulation will playback during 5 seconds.

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