These are objects with an 8 vertex count each, if you have a workstation you could be able to pull this off easily. And even if they would have about a 1000 each, you would be able to pull it off using stand ins in Arnold.
But... They didn't. The floors on the top of the buildings collapsed on the floors below which couldn't carry the weight of the other floors which let to them also collapsing, it all went in a big circle until the tower collapsed. The WTC collapse began at the top, these are caused by something at the base of the structure, the situations cannot be compared.
No, but wtc 7 collapse straight down. Wtc 1 and wtc 2 collapse from the top to down which kinda looks like straight town, but theyre not straight. In fact its collapse a little bit to other side with top down style.
The twin towers supports were on the out side so during the collapse the support piled away like banana skin and the floors had nothing to hold them up
Hi, I am using Maya 2020 and trying to learn Bullet simulation with bullet plugin. How do I move the ball in a specific direction, not purely x/y/z-axis? I mean, I wanted to have an arbitrary direction for my bullet to hit the target. Is there a way to through a ball or bullet to a targeted direction either with initial velocity or with the initial keyframe, please? In simple rigidbody dynamics, I could use on/off dynamic state, but I cannot find that type of option in Bullet plugin. Maybe initial sleeping would do.....just curious. To be more specific, is there a way that the spare in your this tutorial will also be affected by the hit? when it is hitting on the wall. There are only two way to do that: (a) this spare could have initial velocity but I do not want just pure single axis. I want a very specific direction of the box. (b) I could have a similar key framing on to my spare, as I did in legacy Maya Rigidbody Dynamics. With Bullet Plugin, I want it to show the impact when it is touching the wall. Many thanks
small problem, the planks are falling at the same speed everytime, but they are not supposed to fall more or less quickly according to their flight times?
The autumn I told you popcorn was magic, reached into my pocket and pulled out a handful, stuffed it in my face with full eye contact, you never called me back
It must be the same, unless if there is some algorithm to add disturbances which make the situation differ. In real life no test can be carried out perfectly because of disturbances, e.g wind, drag, plate tectonics, vibrations etc...
I am sure you have already answered this, but in the first two simulations, why do the furthest boundaries begin to fall before they have been perturbed by either the bearing or the surrounding structure?
Is there any game that uses this physics? I mean if he can render 50k planks in one simulation with solid frame rate than it shouldn't be a big deal to create a small game with these physics
Check his previous videos, these are simulated using complex physics, in blender, one of these towers take about 2-20 days for rendering !, Sure you can have some ragdoll and other low real life physics apps to satisfy yourselves 😊
+Armoredcody Check out my post about my rig www.mobymotionblog.com/my-rig This isn't necessary to make this though. If your rendering is slow then donate some rendering time to Sheep It and use it for rendering
All this makes me think of is the fact that eventually the last human will die and all of humanity’s creations will be slowly destroyed by the merciless marching of time
+F0NAT0 Games engine CAN do that, but the performance will not be as good. This is a simple test with simple objects that barely have any complexity, just some squares and a sphere. A game usually has to render hundreds or thousands of complex objects that have textures and all kind of mappings, as well as other things to take care of. This means the renderer takes most of the frame time, and adding in accurate physics like this will most likely hurt the performance by a lot. You can see all kinds of tests like these done by CryEngine, for instance. Most game engines are capable of these, but it's not practical in actual games.
How long did the physics take to simulate? Real-time or anywhere near it? Or did it take a while. I understand bullet physics is really efficient which is why I'm curious.
+RobloxDev The most recent bullet physics uses GPU acceleration, and can simulate thousands of objects in real time. For some reason this isn't in Blender yet, and each clip took around 10 minutes IIRC