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 filemaker + maya .ma files 
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Quote:
The collider mesh should be in same place as the render mesh.


Thanks for your help xpadmin.
Is the highlighted mesh the collision mesh or is it the "grey" part?
I ask because the balls of this dildo collide with edges in game (I tried sliding this dildo over a table and it hangs at the tables edge if the balls collide)

I would like to make the base of my plug dildo collide too, but as far as I can see the collision shape needs to be convex.


Tue Dec 16, 2014 12:15 pm
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I highlighted the shaft collision mesh.

There are two collision meshes in this object (also one for the base)

Send me the maya file and maya.ini file so I look into hows things look:

support (a t) xmoonproductions (d o t) com


Tue Dec 16, 2014 12:59 pm
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Ah, that makes sense, thank you.
I was actually going to try this with two collision meshes next.

My current settings for the plug dildo works (one convex "shaft" mesh) so I'm optimistic adding another elem with a 2nd mesh will lead to the desired outcome.

I take it this is also my problem with my bender collision mesh; in order to archive more complicated collision meshes I can use multiple individual (convex) meshes and define them all in the ini.

I wonder if the collision mesh has any impact on the dildo staying in and not fall out or if there is any other way to achieve a dildo not falling out.

BTW, the main problem I had with the plug was that I initially stumbled over the density setting (weight) and thought "2kg of dildo, that's crazy" and set it to 500g. Turns out a 500g dildo can't penetrate for some reason :)


Tue Dec 16, 2014 2:11 pm
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Density is mass in kg per cubic meter.

You can try settings higher fc (friction) for object to avoid falling out.
But this will it also make it more difficult to push it in.

I hope to have time soon to setup wiki. So things can be explained better.

But for now I have added two sample dildo's for better reference here:

http://xmoonproductions.com/files/dildo1.rar


Tue Dec 16, 2014 2:25 pm
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xpadmin wrote:
Density is mass in kg per cubic meter.

You can try settings higher fc (friction) for object to avoid falling out.
But this will it also make it more difficult to push it in.

I hope to have time soon to setup wiki. So things can be explained better.

But for now I have added two sample dildo's for better reference here:

http://xmoonproductions.com/files/dildo1.rar


I already tried an fc value of 1 trillion, which made it hard to slide along walls etc but the friction with the body didn't seem to increase.
Thanks for the samples!

Edit: OOOOH nice, flexible dildo example! Anal beads here I come :)


Tue Dec 16, 2014 2:32 pm
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The soft objects are divided into soft clusters using the:

grid_x = 1;
grid_y = 2;
grid_z = 1;

So any object can be made soft this way.
You can also do this with a chair etc...

kd = position damping
kdo = orient damping
s = spring between clusters
d = spring damping

fc = friction
cc = collision coeff

(Don't think Newton was expecting these kind of applications this when apple fell on his head :) )

N.b.
Make sure you normalize the collision mesh and the render mesh.
So they have no scaling and/or rotation in it.


Tue Dec 16, 2014 3:01 pm
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Quote:
N.b.
Make sure you normalize the collision mesh and the render mesh.


Not sure what exactly (maya wise) you mean by this, but I noticed that maya transformations (left toolbar on screen) have no influence at all on how the file converts to bin.
And while setting a x/y/z scale on the mesh works, offsetting the mesh doesn't seem to have any effect either.

So far I just import my meshes centered to origin x/z and positive y (not moved to all positive x/z)


Tue Dec 16, 2014 3:06 pm
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Sorry, with normalize I mean you have to "freeze transformation: rotation and scale" in Maya.

This is only needed for soft-objects.


Tue Dec 16, 2014 3:26 pm
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Humm, when you said I can use multiple collision meshes in one object, did you mean with additional elems like this?

Code:
shader "anisotropic3"
{
  anis = true; // Anisotropic texturing
}


rb "plugShape"
{
link
{
   kdo = 0.002; // Rotate damping
}

render
{

}

physics
{
   coll = TOY_OBJ; // Can enter openings

   density = 2000.0; // Weight

   fc = 0.1; // Friction

   mat_type = PLASTIC; // Material sound effect

   elem[0]
   {
      //shape_type = LINE; // Collider shape

      mesh = "plugColl1"; // Collider mesh
   }
   elem[1]
   {
      //shape_type = LINE; // Collider shape

      mesh = "plugColl2"; // Collider mesh
   }
   elem[2]
   {
      //shape_type = LINE; // Collider shape

      mesh = "plugColl3"; // Collider mesh
   }
}

// Can pickup object
interact {}

pick
{
usage_type = HAND; // Can pickup by hand

orient = (90,0,0); // Orient in hand
}
}


As soon as I add an "elem" above 0 to physics, the object falls through the floor, never to be seen again.


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Tue Dec 16, 2014 5:42 pm
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I tried to convert your scene with filemaker and it worked, but once I re-saved it with maya without any changes, it gave me an error:
Code:
Cannot convert maya file 'beads.ma' : To 499 out of bounds for .fc[1], in file 'beads.ma' at line 2139, in file 'start.ini' at line 19
Is there a specific version of maya I need to use or some settings I need to set?


Wed Dec 17, 2014 5:33 am
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