Hi,
I recently started exploring the Active Bodies feature in Phoenix FD 4.1 and have some questions - if you can answer any of them I'd really appreciate it.
Initially I'm testing using basic geometry / primitives to get a better understanding of the workflow - and hope to progress to more creative stuff once I'm clear on the workflow options at present.
Here is my first video (simple explanation of the setup is in the vimeo link)
https://vimeo.com/403272609
1 - Is there a way of preventing objects from falling out of the simulator?
2 - Can any of the Phoenix FD forces or 3ds Max forces be used on the Active bodies?
I've tried dropping various objects into the fluid to see how they behave when submerged - to explore how they pop back up to the surface again....
3 - This seems to work ok for spheres, but should it work on all geometry? - I'm finding that the objects often sink and get stuck to the ground plane.
Is the current 'best' workflow to pre-animate the geometry (to allow whatever control you want) and then to run the sim whilst playing with the 'Original Animation Influence' parameter ?
I realise that Active Bodies are being developed but just want to get a better idea of the current features.
Any advice much appreciated.
I recently started exploring the Active Bodies feature in Phoenix FD 4.1 and have some questions - if you can answer any of them I'd really appreciate it.
Initially I'm testing using basic geometry / primitives to get a better understanding of the workflow - and hope to progress to more creative stuff once I'm clear on the workflow options at present.
Here is my first video (simple explanation of the setup is in the vimeo link)
https://vimeo.com/403272609
1 - Is there a way of preventing objects from falling out of the simulator?
2 - Can any of the Phoenix FD forces or 3ds Max forces be used on the Active bodies?
I've tried dropping various objects into the fluid to see how they behave when submerged - to explore how they pop back up to the surface again....
3 - This seems to work ok for spheres, but should it work on all geometry? - I'm finding that the objects often sink and get stuck to the ground plane.
Is the current 'best' workflow to pre-animate the geometry (to allow whatever control you want) and then to run the sim whilst playing with the 'Original Animation Influence' parameter ?
I realise that Active Bodies are being developed but just want to get a better idea of the current features.
Any advice much appreciated.
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